Hi,
We’re in the process of upgrading our project to the latest version of Unity (2020.2.6f1 at the time of writing). Unfortunately, however, we’re seeing significantly higher memory usage on the player built with this version of Unity than we were on 2019.4.15f1, and running into Out of Memory situations that were fine before. I’m hoping someone knows what could be going on. This is especially apparent to us on the Nintendo Switch where, obviously, we’re more memory constrained to begin with.
One thing I’ve noticed is that, using the (package) memory profiler window, we are seeing much higher shader allocations on 2020.2 than on 2019.4. The main thing I’m looking to understand on this particular post is whether anything has changed in the reporting of shader memory usage between these platforms - i.e. is it possible that this is a red herring and really we’re just seeing more accurate results in the newer version than we were before (if so, it would indicate our issue is elsewhere).
Here is a pair of screenshots showing the exact same almost-empty project showing only Shaders in the memory profiler window, to highlight the difference between 2020.2 and 2019.4. The difference is much more extreme in our actual project, but this is a simpler case to demonstrate.
First, here is the Shader memory usage according to the memory profiler in 2019.4.15f1:
And here is the same view, but from 2020.2.6f1:
Again, this is an almost-empty project, but serves to show the disparity. Can someone from Unity weigh in to explain whether this is a real issue and showing a real increase in memory usage, or whether it’s the case that 2020.2.6f1 is just showing more accurate results and that, in fact, the real memory usage was always like this in either case.
Thanks for any help you can offer as this has really blocked forward momentum on this project for us.

