Search Issue Tracker
By Design
Votes
0
Found in
5.6.1f1
Issue ID
920611
Regression
No
Runtime-created textures do one pointless texture data upload (problem for Google’s apps)
For textures that are created at runtime from scripts, it seems that at the texture constructor time the data (which does not even exist yet!) is uploaded to the GPU immediately. Later on the user sets actual data (via SetPixels or whatever), and then the actually relevant upload happens. This is a performance problem, especially for mobile apps that create a lot of dynamic textures on startup. Maybe some flag to the scripting API could be done at least, to avoid this “pointless upload”?
Steps to reproduce:
1) Download attached project and open in Unity
2) Open scene 'Scene'
3) Enable Profiler
4) Press Play and observe performance(after runtime textures being created (check 'TextureTest.cs' script))
Reproduced with:
5.5.4p1, 5.6.2p1, 2017.1.0f1, 2017.2.0b1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- A memory leak occurs in Play mode when using Direct3D12 Graphics API
- Crash on GfxDeviceD3D12Base::DrawBuffersCommon when rendering 60 real-time lights in the far distance
- Black artifacts appear in the Scene view when moving the mouse with the Scene and Device Simulator windows open
- [OculusXR][GLES] Render pass validation errors on Quest devices when Multi Pass is selected using OpenGLES if HDR or MSAA camera settings differ from URP asset
- Extended component titles exceed the window's display boundaries
Add comment