Using 4.2.0, I’m noticing that dynamic mesh creation seems to cause noticeable performance drops. I’ve see this when creating SolidParticleSystems, and also when manually creating vertex/index/color/uv data and then calling
I think (but have not specifically checked) that performance used to be noticeably better in early versions.
Here is a playground demoing what I mean. It basically creates an SPS every 10 frames, made out 100 spheres. For me (measuring in chrome using the performance profiler) building such meshes exceeds the frame budget, and also there are occasional spikes where it takes significantly longer than usual (presumably due to GC pressure). Of course in an actual project where other stuff is going on the effect is a lot worse.
Is this unavoidable, or is there an issue here that could be addressed?