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Won't Fix

Votes

1

Found in

2017.4.19f1

2018.1.0b1

Issue ID

1122073

Regression

Yes

[iOS] Unity consumes more memory when allocating meshes starting from 2018.1.0b1

Graphics - General

-

To reproduce:
1. Open attached project "MemTest.zip"
2. Build for iOS
3. Deploy the Xcode project to the iOS device

Expected result: in the newer Unity versions the mesh count is the same as in the older versions of Unity
Actual result: the mesh count is lower than on older versions of Unity

Reproduced on:
2018.1.0b1 2018.3.4f1 2019.1.0a15 2019.2.0a2

Not reproduced on:
2017.4.19f1 2018.1.0a7

Device reproduced on:
iPhone 8 Plus iOS 12.1.2

Device not reproduced on:
iPhone 8 Plus iOS 11.0

Results:
2017.4.19f1
iOS 12.1.2 - 559000
iOS 11.0 - 559000

2018.1.0a7
iOS 12.1.2 - 559000
iOS 11.0 - 559000

2018.1.0b1
iOS 12.1.2 - 547250
iOS 11.0 - 559000

2018.3.4f1
iOS 12.1.2 - 533000
iOS 11.0 -559000

2019.1.0a15
iOS 12.1.2 - 519000
iOS 11.0 - 538000

2019.2.0a2
iOS 12.1.2 - 525500
iOS 11.0 - 550500

  1. Response avatar

    Resolution Note (fix version 2018.3):

    The rise in reported memory consumption is mostly due to an iOS memory under-reporting issue that Apple fixed.
    Regarding the 2% to 5% decrease in mesh count, it was conscious trade-off to introduce one additional mapping field in order to considerably speed up the lookup time to find objects of a given type in large projects and scenes with large object counts.

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