Thanks for the new profiler in 4.1. It helps out a ton. It has led me to an interesting observation, though.
I have a game using “Static Batching” and “Dynamic Batching” in the player settings.
There are 32 meshes that get combined at runtime. The .FBX files for each and every one of these meshes is less than 1.4 KB, so I would expect the combined mesh to take up at most 44.2 KB of memory.
However, when I run the game in the editor and look at the memory use in the profiler, I see that the combined mesh is using about 1MB of memory.
Is this a Unity bug, or am I misunderstanding the way that mesh batching works?
Any thoughts or hints are welcome.