How to reproduce:
1. Open the “CustomShader.zip“ project with the 6000.0.59f1 version of the Editor
2. Open the “SampleScene“
3. Open “File > Build Profiles“
4. Select Android module
5. Enable “Development Build“ and “Autoconnect Profiler“
6. Build and Run for Android
7. Open the “Window > Analysis > Memory Profiler“ window
8. Make a snapshot of the application on the device
9. Repeats steps 1 to 8 with later streams of the Editor
10. Compare the snapshot of 6000.0.59f1 with other streams by inspecting the custom shader
Expected result: The memory usage stays around the same through all of the streams
Actual result: There is an increase in the memory usage with later streams (around 50-60 MB)
Reproducible with: 6000.1.0a5, 6000.2.6f1, 6000.3.0b4, 6000.4.0a1
Not reproducible with: 6000.0.59f1, 6000.1.0a4
Reproducible environment: macOS 15.7 (M4 Max), macOS 15.6 (M1 Max)
Not reproducible environment: No other environment tested
Reproducible with these devices:
VLNQA00460, Google Pixel 6 (Pixel 6), Android 14, CPU: Google Tensor (Whitechapel), GPU: Mali-G78
Pixel 6/6a/pro (the ones that use Tensor GPU) (Reporters)
Not reproducible with these devices:
VLNQA00499, Google Pixel 7 (Pixel 7), Android 15, CPU: Google Tensor G2, GPU: Mali-G710
Galaxy S25 + Android 15 (Reporters)
Galaxy A23 + Android 13 (Reporters)
Galaxy S9 + Android 8 (Reporters)
AQUOS wish 4 + Android 14 (Reporters)
Pixel 8 + Android 16 (Reporters)
Pixel 7 + Android 15 (Reporters)
Note: More information in the comments