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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

37

Found in

4.3.4f1

Issue ID

614962

Regression

No

Unity grass builds patch meshes at runtime which causes cpu spikes

Terrain

-

To reproduce:
1. Open repro.unitypackage
2. Open scene test. It contains a terrain populated with grass and a camera that is moved along the terrain via animation
3. Enter play mode and open up the profiler (set the cpu to only display rendering) - notice the spikes. If you expand the overview you can see that they are caused by Terrain.Details.BuildPatchMesh

Comments (12)

  1. ZTORION

    Sep 27, 2014 14:36

    This makes the terrain details effectively unusable for any scale of project. It should be marked as regression, because this was not present in Unity 3.5

  2. dreasgrech

    Aug 02, 2014 01:01

    Encountered this problem today.

    Periodic spikes that drill down to Camera.Render->Culling->Terrain.Details.Render->Terrain.Details.BuildPatchMesh().

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