Search Issue Tracker
Fixed in 3.0.6
Votes
0
Found in [Package]
(2.1.6)
Issue ID
1326448
Regression
No
[TMP][Vulkan]Memory consumption is around 1GB(expected around 250 MB) when writing Glyphs to the Atlas Texture at Runtime
1. Open the user's attached project "TextMesh Pro - Unity Trunk (Production).zip"
2. Navigate to Project-> Assets and click on the TextMeshPro asset
3. In the Inspector window under the Generation Settings enable "Clear Dynamic Data On Build"(this option should be the last one under generation settings)
4. Build the project with Developer build and Autoconnect profiler options enabled
5. Launch the app while the device is connected to a profiler
6. Click on the Memory section
Expected results: "System Used Memory" is around 250 MB
Actual results: "System Used Memory" is around 1GB
Reproducible with: 2019.4.24f1(2.1.6), 2020.3.4f1(3.0.6), 2021.1.3f1(3.0.6), 2021.2.0a12(3.0.6)
Unable to test with: 2018.4 due to project breaking
Reproducible devices:
N/A, Huawei - (ELS-NX9), Android 10, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00264, Samsung Galaxy S10+ (SM-G975F), Android 10, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00279, Samsung Galaxy S10+ (SM-G975U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
Not Reproducible devices:
VLNQA00189 iPhone SE 11.4.1Dual-core 1.84 GHz Twister PowerVR GT7600 (six-core graphics)
VLNQA00201 iPad mini 4 11.4 Dual-core 1.5 GHz Typhoon PowerVR GX6450 (quad-core graphics)
Note:
- For this issue to reproduce "Clear Dynamic Data On Build" must be enabled
- This reproduces with Vulkan on Android and in the Editor
- Unable to test with windows Standalone player due to profile always fail to connect
- Does not reproduce with OpenGles3, OpenGles2, Direct3D11, and Metal
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project
Add comment