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Votes
0
Found in
6000.0.62f1
6000.2.11f1
6000.3.0b9
6000.4.0a4
6000.5.0a2
Issue ID
UUM-125862
Regression
Yes
[iOS] Mesh memory allocation increases in Unity 6 when deployed for iOS
How to reproduce:
1. Open the “ReproProject2022.zip“ project
2. Open the “SampleScene“
3. Build for iOS
4. Open the “Unity-iPhone.xcodeproj“ in Xcode
5. Deploy to a device
6. Perform a memory capture
7. Open the “ReproProjectU6.zip“ project
8. Repeat steps 2 to 6
Expected result: The Mesh memory allocation does not increase
Actual result: The Mesh memory allocation increases
Reproducible with: 6000.0.62f1, 6000.2.11f1, 6000.3.0b9, 6000.4.0a4
Reproducible environment: macOS 15.7 (M4 Max), Windows 11 (Reporters)
Not reproducible environment: No other environment tested
Reproducible with these devices:
VLNQA00626, iPhone 16 (MYE73QN/A), CPU: Apple A18 Pro, OS: 18.5
VLNQA00491, iPhone 14 Pro (MQ083PX/A), CPU: Apple A16 Bionic, OS: 16.0
VLNQA00416, iPhone 13 Pro (MLVA3ET/A), CPU: Apple A15 Bionic, OS: 17.6.1
VLNQA00535, iPhone XS (MT9F2ET/A), CPU: Apple A12 Bionic, OS: 17.6.1
VLNQA00232, iPhone 8 Plus (MQ8M2ET/A), CPU: Apple A11 Bionic, OS: 16.7.10
Note: From Memory Profiling, it seems that in Unity 6, the memory allocation is being blown up because of the Graphic Size
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Resolution Note:
In Unity 2022.3.45f1, the memory profiler only takes into account the Native Size. However, in Unity 6000.0.58f2 the memory profiler has also takes into account the Graphics Size.
As an example, for a given mesh the Native Size is 1.7MB, and the Graphics Size is 1.6 MB. So in total it's 3.3 MB. Unity 2022.3.45f1 displays Total Memory = Native Size = 1.6 MB, whereas Unity 6000.0.58f2 displays Total Memory = Native Size + Graphics Size = 3.3 MB.
There was no actual memory increase, it's just that the memory profiler has more information now.