Search Issue Tracker
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
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)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note:
This will not be fixed
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.