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Won't Fix

Won't Fix in 1.1.X

Votes

0

Found in [Package]

1.19.4

Issue ID

BPSBP-222

Regression

No

Loading GameObject with AnimationClips via from built AssetBundle causes the entire FBX to load in memory

Package: Content Build Including SBP

-

Reproduction steps:
1. Open the user's attached project
2. Make a development build
3. Run the build and choose LoadSceneAsync
4. Take a snapshot with the Memory Profiler ( Window > Analysis > Memory Profiler)
5. In Memory Profiler > Objects and Allocations right-click on Type and select Group
6. Right-click on Type and select Match
7. Filter by name and find "Transform"
8. Close the build and repeat the process selecting InstantiateAsync

Expected results: Loading ScriptableObject with AnimationClips via Addressables.LoadAssetAsync<>() does not cause the entire FBX to load in memory
Actual results: Loading ScriptableObject with AnimationClips via Addressables.LoadAssetAsync<>() causes the entire FBX to load in memory

Reproduced in: 1.18.15 (2019.4.31f1), 1.19.4 (2020.3.20f1, 2021.1.25f1, 2021.2.0b15, 2022.1.0a12)

  1. Resolution Note:

    This will not be fixed

  2. Resolution Note (1.1.X):

    Addressables and the underlying Asset Bundle system load based on source assets that are included into the build. To reduce how much data is loaded, assign less referenced assets to Addressables and allow the build pipeline to pull in only what is referenced by your main assets instead.

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