Hey, I’m really wondering for that problem.
Texture is used double memory in profiler of Unity Editor.
My environment is Windows 7 64bit, Unity 4.6.9f1.
My test step is,
- Create 512 X 512 png texture in painter tool. Change name to ‘Text512.png’.
- Import empty project in unity.
- Change import setting to ‘Advenced’.
- Turn off ‘Generate mipmap’ and choose format to ‘RGBA 32bit’.
- Open unity profiler(pro version only) and show ‘Assets / Texture2D’.
- You can find “Name: Texture512, Memory: 2MB”.
512 X 512 uncompressed texture size is 1MB.
=> 512 X 512 X 4(32bit) =>1,048,576 byte => 1MB.
Profiler bug? unity internal usage?
I couldn’t find about it on Unity document, Answer and Google search.
Why is that?