I’m using the advanced mesh API to create procedural generated terrain, and while profiling my code, I noticed that the Mesh objects, according to the profile take up 45.4MB even though the inspect says that the mesh only accounts for 13.0MB for the vertices (position + normal) and 2.2MB for the indices.
I looked at other threads and one of them suggests using the Mesh.UploadMeshData() method, but (I’m guessing here) since I’m using the advanced mesh API, there is no data to upload to the GPU. That’s why when I use that method, I don’t see any improvement in memory usage.
What could be causing the discrepancy between the two measurements? I’m on Unity version 2021.2.7f1.