Why does mesh count increase every 1 second then decrease

In every unity example I’ve seen, the mesh count increases every 1 second then decreases a few frames later. Normally it’s %age-wise not a big increase (eg CustomizableCharacter project), but in one of my own projects it’s 3x as many meshes as I have
Mesh AllocationsHigher mesh allocations in my project

Do these affect garbage collection? I’m noticing increased memory pressure. Is this a profiling bug instead?

(also you may need to right click copy image URL to see the profile detailed output)

Those Mesh Count spikes are related to the editor, not your game. The profile doesn’t know the difference between the two, so everything is dumped in there. If you run the code on a device or standalone the spikes will go away.