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
- The tag adder functionality does not work if a space is entered instead of a name
- Errors thrown in the Console when configuring In-App Purchases package
- Longer Scaler Profile names go out of the"Scaler Profilers" section
- AI Navigation window UI elements overlap when the AI Navigation window is docked and resized
- Editor freezes after some time when using NavMeshQuery::Raycast
Add comment