When we were looking for some performance optimization on our Vision Pro app we encountered some strange triangle counts in the statistics window.
Into a new scene only with our camera components [4] we add an object with “2488” tri count [1] in front of the camera. Somehow tri count in statistics window is scaled to 2x [2]. When we enter play mode, both tri count and skinned mesh renderer count scaled to 2x again [3].
Lighting is disabled and we have no post-process effects.
Our initial thought was the editor is simulating stereoscopic rendering on play mode, but this does not explain the initial 2x tri count scaling.
The doubling on entering play mode is because PolySpatial is creating a parallel Unity scene graph (including another camera, with the blue background that you see) that reflects changes to the original scene graph–essentially, as a way of simulating what happens in an actual visionOS build (in which case the parallel scene graph is created in RealityKit rather than Unity). So, that’s expected.
I’m not sure why the counts are doubled without entering play mode, though; it doesn’t happen for me with a test skinned mesh. If you can submit the model in a bug report and let me know the incident number (IN-#####), or just provide the model in some other way, I could take a look.
Thank you for the clarification. That’s good to hear. We will investigate further if something is affecting the initial tri counts. If the issue persists, I will submit a bug report.