Search Issue Tracker
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
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
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
- Inspector's custom tooltip is displayed incorrectly when the name is truncated in UI toolkit
- Crash on ScriptableRenderLoopDraw when rendering a specific VFX in Play Mode
- The script is not renamed in the Project window when renaming and a compilation Error is present
- Average FPS in Play Mode degradation on a newly created BiRP project when it's upgraded from 2020.3.48f1 to a newer Editor version
- DecoratorDrawer indentation is incorrect when it is called with EditorGUI
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
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().