Reproduction steps:
1. Open the attached “MaxLODbug” project
2. In the “Build Profiles” window (File > Build Profiles), make sure only one scene is selected (can be “(AssetReference)”, “(DirectReference)” or ”(Resources)”)
3. Make sure “Development Build” and “Autoconnect Profiler” settings are enabled
4. Press “Build And Run”
5. Capture a memory snapshot using the Memory Profiler
6. Open the captured snapshot, select the “Unity Objects” tab
7. Observe the “Mesh” line in the memory allocation table
Expected result: The “ash_02_LOD0” mesh is not loaded
Actual result: The “ash_02_LOD0” mesh is loaded
Reproducible with: 2021.3.40f1, 2023.3.38f1, 6000.0.11f1
Reproducible on: Windows 11, macOS 14
Not reproducible on: No other environment tested
Notes:
- Models which have a LOD below the MaximumLOD level are only omitted when GameObjects are placed inside the scene before making the build
- Reproducible with Addressable Asset reference, direct reference and Resources reference