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Won't Fix
Votes
0
Found in
2019.2
2019.3.0b7
2020.1
Issue ID
1192628
Regression
No
[iOS][Metal] Freeze when generating 40 000 objects in runtime
How to reproduce:
1. Build the attached project for iOS
2. Build & Run the app to device via Xcode
3. Wait
Actual result: Unity freezes.
Reproducible with: 2020.1.0a11, 2019.3.0b9, 2019.2.11f1.
Devices reproducible with:
- iPhone XR (iOS 12.0)
- iPhone 8 Plus (iOS 12.0)
- iPhone 7 (iOS 12.3.1)
Devices not reproducible with:
- iPhone X (iOS 13.0) (The app doesn't freeze, but runs on 0-2 FPS)
- VLNQA00257, Sony Xperia XZ Premium (G8141), Android 9, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
Notes:
- Can't test 2018.4 because the project breaks on that version.
- Mac Editor crashes on ioAccelResourceListAddNewGroupAndResource (case 1191807).
- The issue is not reproducible with OpenGL.
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Resolution Note (2020.1.X):
User was calling MeshFilter.mesh for every object which in turn created 40 000 unique meshes and 80 000 new buffers. This amount is currently unsustainable on iOS devices.
A better approach to render this amount of objects is to use DrawMeshInstanced, any per instance data can be set using MaterialPropertyBlocks.
https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstanced.html
https://docs.unity3d.com/Manual/GPUInstancing.html