Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.0a5
Issue ID
1063137
Regression
No
2018.3: GraphicRegistery.RegisterGraphicForCanvascauses GCAlloc always
To reproduce:
1. Open user attached project
2. Make a Windows Standalone build
3. Run standalone build
4. Connect Unity Profiler
5. Switch from "Timeline" to "Hierarchy" in Profiler
6. Search for "TestCode"
Observe TestCode contains 364bytes GC Alloc, causes by GraphicRegistery.RegisterGraphicForCanvas.
Actual: GraphicRegistery.RegisterGraphicForCanvas allocates memory always.
Expected: GraphicRegistery.RegisterGraphicForCanvas allocates memory when called the first time only.
Reproducible: 2018.3.0a5, 2018.2.0f2, 2018.1.9f1
Comments (1)
-
Quasimodem
Oct 18, 2020 22:07
Can I request that this be reopened? Allocations are a very big deal on low-end hardware like the Switch, no matter how small. This one adds a lot of burden onto systems like damage kickers where you need to enable/disable UI at regular intervals.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note (2018.3.X):
low priority defect, unlikely to be resolved in the near future. Closing for now.