Reproduction steps:
- Open the attached “IN-142708” project
- In Build settings, enable “Development build”
- Build and Run the Android Player
- In the Player, tap on “Fonts from Bundle”
- Capture a memory snapshot of the Android Player
- Compare the snapshot named “unity6000.3.3f1_bundle” from the Session 1 to the latest snapshot, in the All of Memory tab
Actual results: A “Font Engine” entry can be found under Native > Unity Subsystems
Expected results: No “Font Engine” entry under Native > Unity Subsystems
Reproducible with: 6000.3.5f1, 6000.3.15f1, 6000.4.6f1, 6000.5.0b8, 6000.6.0a5
Not reproducible with: 6000.3.4f1
Couldn’t test with: 6000.0.75f1 (Couldn’t downgrade project)
Testing environment: macOS 26.4.1
Reproducible with these devices:
VLNQA00521 - Galaxy S22 Ultra USA (SM-S908U), CPU: Snapdragon 8 Gen 1 (SM8450), GPU: Adreno 730, OS: 14
VLNQA00641 - Google Pixel 9 (Pixel 9), CPU: -, GPU: Mali-G715, OS: 16
Couldn’t test with these devices:
VLNQA00634 - iPhone 15 Plus (MU0Y3QN/A), CPU: Apple A16 Bionic, OS: 26.3 (Project not compatible with iOS)
Note: Memory allocation size depends on font, especially severe with large Asian/CJK fonts (Chinese, Japanese, Korean)