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The deformation system in Entities Graphics is still experimental. The GC allocation comes from retrieving the GraphicsBuffers from the mesh. This is a request to either have a non gc allocating graphics buffer or a caching mechanism in Entities graphics. The latter will only reduce the problem but not take it away.
Reproduction steps:
1. Open the attached project "ECS_Animation"
2. Go to File > Build Settings
3. Tick Development Build
4. Tick Autoconnect Profiler
5. Build And Run on an Android device
6. Observe the Profiler
Expected result: InstantiateDeformationSystem and SkinningDeformationSystem do not spike CPU Usage
Actual result: InstantiateDeformationSystem and SkinningDeformationSystem spikes CPU Usage by about 0.06 KB in every frame
Reproducible with: 1.0.0-pre.44 (2022.2.9f1)
Could not test with: 1.0.0-exp.8 (2022.2.9f1), 1.0.0-pre.15 (2022.2.9f1) “com.unity.ext.nunit@1.0.6/net40/unity-custom/nunit.framework.dll' could not be found”
Reproducible with devices:
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: NOT FOUND, GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
Testing environment: Windows 10 Enterprise 21H2
Notes:
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