Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.2.7f1
2020.3.0f1
2021.1
2021.2
Issue ID
1331327
Regression
Yes
Meshes with Blendshapes have higher memory usage
How to reproduce:
1. Open attached project "2020.2.7f1-BlendshapesMemory.zip"
2. Put "character.fbx" in the scene
3. Open Window -> Analysis -> Memory Profiler
4. Click Capture in the Memory Profiler
5. Open the captured snapshot
Expected result: "Mesh" uses ~27MB
Actual result: "Mesh" uses ~48 MB
Reproducible with - 2019.4.25f1, 2020.3.0f1, 2020.3.7f1, 2021.1.5f1, 2021.2.0a16
Not reproducible with - 2020.1.17f1, 2020.2.7f1
Could not test (Memory Profiler errors) - 2018.4
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
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note (2021.2.X):
As designed. This was part of a fix to the Profiler that fixed Mesh runtime size reporting in development builds, as previously we would not track some of the mesh data when reporting memory footprint. Furthermore allows for seeing the size difference between read-only/read-write meshes