Search Issue Tracker
Fixed in 2021.2.X
Votes
0
Found in
2019.4
2020.3
2020.3.11f1
2021.1
2021.2
Issue ID
1365888
Regression
No
[Vulkan] TextMeshPro texture is using a lot of memory when building with Vulkan Graphics API
How to reproduce:
1. Open the attached project "TMPHugeTextureTest.zip"
2. Go to Build Settings and Build And Run on the Android platform
3. When the app loads on the device, open Profiler, and in the Profiler Controls section select Android device
4. Select Memory module and in the Module Details panel select the "Detailed" option
5. In the Android app, press "Load Text" button
6. In the Module Details panel of the Profiler, press "Take Sample"
7. In the Module Details panel, navigate to "Assets > Texture2D"
8. Inspect the Memory value of "wqy-microhei Atlas" texture
Expected results: the memory used is 2MB
Actual results: the memory used is ~200MB
Reproducible with: 2019.4.30f1, 2020.3.19f1, 2021.1.22f1, 2021.2.0a7
Not reproducible with: 2021.2.0a8, 2021.2.0b13, 2022.1.0a11
Notes:
- Reproducible on Android and Windows with Vulkan Graphics API
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note (fix version 2021.2):
Fixed in: 2021.2.0a8