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Question by gdmarquez · Feb 15, 2016 at 06:03 PM · unity 5iosmeshprofilermeshes

When meshes are loaded ?

Hello, i am newbie in Unity !

I'm developing an app for iOS loaded with a lot of textures, and do not quite understand how to read data profiler. I need to optimize memory management because when running the app on the device lasts a few seconds and crashes.

A particular question I have is if all meshes are always instantiated or at which point they are loaded ?. Because in the profiler I see all meshes instanced and occupying memory, even running an empty scene.

When meshes are loaded ? They should not be loaded with the GameObject ? Maybe they are detected from a non-visible scene. Could it be ?

Thanks.

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Answer by Teravisor · Feb 15, 2016 at 07:31 PM

Meshes are loaded into memory when:

  1. You load scene - everything referenced by it is loaded (including mesh references and prefabs with meshes on them).

  2. When you call Resource.Load/AssetBundle.LoadAsset - you get reference to mesh/prefab containing mesh, that's now loaded in memory.

  3. When you manually create Mesh.

  4. When you're using MeshFilter.mesh (instead of MeshFilter.sharedMesh when it was used to set up mesh). It'll create a copy if it's not using an exclusive copy already.

  5. When you instantiate object with its MeshFilter using .mesh instead of .sharedMesh. It duplicates Mesh.

P.S. It's also possible they're still loaded in editor from your previous non-empty scene. They will then be shown in profiler. In my case profiler's amount of Meshes loaded in empty scene dropped a lot when I restarted Unity.

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avatar image gdmarquez · Feb 15, 2016 at 08:40 PM 0
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Thanks ! really good answer.

I'll do some tests with an empty project to see why meshes take up memory without any reference in the scenes.

Is it possible that if i have FBXs imported within my Resources directory the meshes are being loaded in memory, regardless of whether they are or not being referenced in the scenes?

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