Search Issue Tracker
Fixed in 2018.3.X
Fixed in 2018.4.X
Votes
0
Found in
2018.3.0a2
2019.1.0a1
2019.2.0a1
2019.2.0a4
Issue ID
1126675
Regression
Yes
[iOS] Mesh memory usage increase from 2018.2 to 2018.3 and forward
To reproduce:
1. Open users attached project "MeshCompression 2018.2.20.zip"
2. In Player Settings make sure Vertex Compression is enabled on everything except Position and Color and that Optimize Mesh Data is enabled
3. Select Assets > WR_ThroneRoom > WR_ThroneRoom_01 and make sure that Mesh Compression is off and Read/Write Enabled is disabled
4. Build for iOS with Development Build and Autoconnect Profiler enabled
5. Deploy the Xcode project to the device
6. In Unity open Profiler window
7. Select the memory tab and select the readout from Simple to Detailed
8. Press "Take Sample" in the Profiler window
9. In the Profiler window check Assets > Mesh > WR_Throneroom and observe the memory used
Expected result: memory usage is the same on 2018.3 version as in 2018.2
Actual result: on 2018.3 mesh uses more memory than in 2018.2 even though the settings are the same
Results:
2017.4.21f1
89.0KB
2018.2.20f1
89.0KB
2018.3.0a1
89.0KB
2018.3.0a2
111.9KB
2018.3.0b1
112.0KB
2018.3.7f1
112.0KB
2019.1.0b5
112.1KB
2019.2.0a6
112.0KB
Devices tested on:
iPhone 8 Plus iOS 11.0
Notes:
On Android, the memory usage increase is really small from 88.7kb to 88.8kb
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Shader warnings are thrown when deleting blocks in the Ribbon VFX Graph
- Shadow casters are not rendered when deploying builds in specific Unity 6.0 versions
- Automatically unfocuses when focusing and DropdownField is open
- Debug Draw Mode stops rendering GameObjects when GPU Resident Drawer is enabled
- Only a single Selector is added to a Container when drag and dropping multiple of them on an Element in UI Builder
Add comment