Search Issue Tracker
Fixed in 2019.1.X
Votes
0
Found in
Issue ID
932011
Regression
No
[Scripting, Profiler] It's not possible to get runtime size for meshes
With the current APIs Unity provides, it is difficult to determine exactly where the memory footprint for a mesh is coming from, especially during runtime. Get internal memory during runtime in release mode is not possible which leads to estimates which is difficult without knowing the correct format which depends on many different factors. During profiling it's possible, but you will always get the profiler overhead. e.g. via Profiler.GetRuntimeMemorySize (mesh);
For Meshes there is already a call used by the profiler Mesh::GetRuntimeMemorySize() which consists of 2 parts which only return related memory in dev mode, otherwise zero.
- Profiler.GetRuntimeMemorySize (mesh); Includes base memory footprint for C++ objects as well as the base class.
- SharedMeshRenderingData::GetRuntimeMemorySize() returns the index buffer size + the vertex streams included.
So in theory we can enable the second part during runtime as it doesn’t require the profiler. This requires additionally scripting bindings. See the attached diff for the implementation. This returns the size the mesh occupies via mesh.GetRuntimeMemorySize ().
TestStuff.cs tests the call against other API calls in
Debug.Log("GetRuntimeMemorySize: "+mf.mesh.GetRuntimeMemorySize ());
Build the test scene in non development mode to iOS/Android and test on device.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- After converting a Built-in project to URP render texture related errors are spammed that can lead to Game view being rendered on top of Scene view
- UI Builder slider value lags and stutters when sliding/modifying certain property values
- "Reset UI Builder Layout" functionality inconsistently changes Canva Size when "Match Game View" is enabled/disabled
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
Add comment