Search Issue Tracker
By Design
Votes
0
Found in
2017.4
2019.2.8f1
2020.1
Issue ID
1215290
Regression
No
Loading a mesh that is used only for collision allocates Metal memory
How to reproduce:
1. Open the user-supplied "TestProject.zip" Unity project
2. Build for iOS, open the build on Xcode and deploy on an iOS 13+ device
3. In the menu bar, click Debug > Capture GPU Frame
4. In the Debug navigator, open Memory and inspect the table
Expected result: the Combined Mesh Buffer is loaded and the "Time since Last Bound" value is "Now", but no other buffers for these meshes are loaded
Actual result: the Combined Mesh Buffer is loaded alongside separate meshes "italy_basket_b" and "italy_bar_chair", whose "Time since Last Bound" is "Never"
Reproducible with: 2017.4.37f1, 2018.4.18f1, 2019.3.3f1, 2020.1.0a25
Reproduces on:
Standalone
VLNQA00160 iPhone 6S iOS 13.3.1
VLNQA00220, Samsung Galaxy Note9 (SM-N960F), Android 8.1.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
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
- [Android] [Galaxy Tab] A singular Pen touch logs a Pen touch event and a singular finger touch event when logged using "VisualElement.RegisterCallback" with "Pointer(Up/Down)Event"
- Crash on D3D12DescriptorCache::Deallocate or vkGetInstanceProcAddr when loading RenderDoc in a specific Scene
- [HDRP] Lit material preview is rendered incorrectly with a mask map
- The "LerpWhiteTo" missing function displays an error when the Shadows.hlsl shader is included in a Shader file
- Assertion error is thrown and UI is no longer rendered when discarding the changes made to the selectors overriding the default controls
Resolution Note:
Currently, static batching shouldn't be used for the physics meshes exactly for this reason.