I have a ready-to-launch application, cleaning everything right now. I have these strange spikes on Mesh Memory.

The best part of it is that this view below is from a static menu screen, where there are no meshes. I don't even interact with it.

Can this be caused by meshes import options or something like that?

enter image description here

  • \$\begingroup\$ Is this an inspection of a build or are you inspecting while running in the editor? \$\endgroup\$ – Ed Marty Feb 25 '18 at 22:55
  • \$\begingroup\$ It's an editor. Already tested it on two Android devices - same thing. \$\endgroup\$ – Jacob Feb 25 '18 at 23:02
  • \$\begingroup\$ Are you using a canvas for the menu? There may not be any 3D meshes, but everything is a mesh at some level (whether a UI generated mesh gets counted here I don’t know). Still, that seems like a lot of memory just for a canvas. \$\endgroup\$ – Ed Marty Feb 25 '18 at 23:06
  • \$\begingroup\$ answers.unity.com/questions/1385077/… Seems like a huge memory leak, probably caused by TextMesh Pro :( \$\endgroup\$ – Jacob Feb 26 '18 at 8:47
  • \$\begingroup\$ A memory leak would see a continuous increase in memory usage over time. These spikes area indicative of something else. Can you do a deep profile and see what's different in those frames as far as method calls? \$\endgroup\$ – Ed Marty Feb 26 '18 at 13:57

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