Search Issue Tracker
Fixed
Fixed in 6000.0.X, 6000.1.0a6
Votes
0
Found in
2021.3.44f1
2022.3.48f1
6000.0.21f1
Issue ID
UUM-83137
Regression
Yes
[iOS] Static Batched meshes have increased in size
How to reproduce
1. Open the attached Project "StaticBatchTest.zip"
2. Build the Scene "CarScene" for iOS
3. Open Instruments and select Allocations
4. Add the "Metal Resource Events" track
5. Profile the built App for ~7sec
6. In the "Metal Resource Events" track switch from "Resource Events Calltree" to "Resource Events"
7. Observe the size of "Combined Mesh"
Expected Result: Combined Mesh takes up ~1-2MiB
Actual Result: Combine Mesh takes up ~12MiB
Reproducible with: 2021.3.12f1, 2021.3.44f1, 2022.3.48f1, 6000.0.21f1
Reproduced on:
- iPhone 13 Pro (iOS 17.6.1)
Notes:
- Sometimes the increase does not appear, however, upon rerunning the app, it appears
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
To solve this issue we need more information at the Metal driver level, which requires additions to the user-facing API.
Resolution Note (fix version 6000.0):
To solve this issue we need more information at the Metal driver level, which requires additions to the user-facing API.