ruloi

Hi,

I created a Spine UI object with an animation and I noticed that mesh memory increases 1mb/4 seconds in the profiler. If I comment out this method SekeltonGraphic.UpdateMesh the problem dissapears. Since I don't really understand that method, it's hard for me to fix it. I'm pretty sure this happens to more people, maybe everyone, and they haven't realized it. Could you please fix this or provide a hotfix for us? This is a huge issue.

Thank you.

This is how my image is set up.


It seems like the mesh count is stable, but memory is not.
ruloi
Posts: 7

Pharan

This is a known bug in Unity. We've already reported it to them but they have not fixed it yet.
Terrible memory leak in Unity2017
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Pharan

Pharan
Posts: 4444

ruloi

Thanks for the response. I understand this is out of your hands and you're waiting for Unity to fix it, is there a temporary workaround? Can we use Spine objects (even if they are not animated) inside a Canvas at all?
ruloi
Posts: 7

Pharan

The weird thing is that the bug isn't specific to Spine. Just dynamic meshes in UI in general.
No workarounds outside of just using an older version of Unity.

In some setups, using a Screen Space - Camera canvas will work just fine if you want to use SkeletonAnimations instead.
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Pharan

Pharan
Posts: 4444

ruloi

Yeah I did some digging and it's 100% related to Unity.
I'll try with that kind of canvas and see if it fits my needs.

Thanks again.
ruloi
Posts: 7


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