Search Issue Tracker
By Design
Votes
0
Found in
2018.1.0b10
Issue ID
1016524
Regression
No
Mesh with high compression size is higher than with no compression
To reproduce:
1. Open project
2. Build and run 'MyScene' with Development build and Autoconnect Profiler enabled
3. Connect the player to unity profiler.
4. Take Sample of the memory as detailed.
5. Expand Assets -> Mesh.
Expected: all meshes will be the same size
Actual: mesh with High Compression is larger than with no compression
Reproduced: 2017.1.3f1, 2017.2.1p3, 2017.3.2f1, 2018.1.0b12, 2018.2.0a5
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:
By-design so far. When mesh compression is enabled on MeshImporter, the runtime vertex data will not be compressed (will turn Vertex compression in player settings to OFF). The memory here is purely showing the runtime vertex memory.