Search Issue Tracker
Won't Fix
Votes
6
Found in
2020.3.32f1
2022.1.0b12
2022.2.0a8
Issue ID
UUM-3895
Regression
No
Terrain Detail Mesh creates unnamed "Texture2D" with no reference to an Object when capturing a Snapshot in Memory Profiler
Reproduction steps:
1. Open the attached project "Bug Test.zip"
2. Open the Memory Profiler from "Window > Analysis > Memory Profiler"
3. Press Capture New Snapshot
4. Open the Snapshot
5. Press on "Texture2D" and again on "Texture2D"
6. Observe the "Texture2D"
Expected result: There is no such Texture
Actual result: 'Texture2D "Unnamed Object has no reference"' is created that takes 21.3 MB of memory
Reproducible with: 2020.3.32f1, 2021.2.17f1, 2022.1.0b12, 2022.2.0a8
Could not test with: 2019.4.37f1 - "Terrain" Asset fails to load with error "File may be corrupted or was serialized with a newer version of Unity"
-
methjohn25
Jun 20, 2022 05:14
nice
-
TJHeuvel-net
Mar 23, 2022 12:15
Just to add; if we disable Detail object rendering this texture stays in memory. Our custom detail solution doesnt use the texture.
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note:
The solution in this user's case is to reduce the size of the textures on the details that are used on the terrains. This can be done with the import options on the textures themselves. This will result in much smaller texture atlases.
As the user is using a custom detail rendering system, they may want to use two versions of each detail - one for giving to the terrain system for authoring detail coverage, and an equivalent with appropriate texture sizes for their actual rendering.