By using a Skinned Mesh Renderer, it also keeps a copy of the Mesh on CPU memory regardless of Read/Write being Disabled?
Hello guys,
On a project I am working we always instructed the 3D artists to disable Read/Write by default when importing new meshes. But when questioned about the Skinned Mesh Renderer saving a copy on CPU memory and GPU memory regardless of Read/Write option value, I could not find any information on Unity's Documentation to confirm if it is true or false.
I used the Memory Profiler and also took a snapshot with the Profiler's Memory Module on Detailed mode, but even thou the number of references from a R/W enabled (3 references) was bigger than a R/W disabled (2 references) one, there was only one Mesh on memory.
So another question is, the Memory Profiler and the Profiler, does only capture what is on the Memory RAM or it also captures what is in the GPU's internal memory as well?
Thanks in advance for any enlightenment!