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Fixed in 12.0.0

Fixed in 11.0.0



Found in [Package]






Issue ID




[2D][URP] ShadowCaster2D generates about 1.8 KB of Garbage every frame in the Editor

Package: Scriptable Render Pipeline Universal


How to reproduce:
1. Open the attached project named "Case_1304158"
2. Open the SampleScene
3. Open the Profiler Window and Enter Play mode
4. In the CPU section, search for PlayerLoop -> Update.ScriptRunBehaviorUpdate -> BehaviorUpdate -> ShadowCaster2D.Update()
5. Observe the GC Alloc statistics

Expected results: ShadowCaster2D does not generate garbage every frame
Actual results: Each ShadowCaster2D object in the Scene generates roughly 1.8 KB of garbage every frame

Reproducible with: 7.5.2(2019.4.19f1), 10.2.2(2020.2.3f1), 11.0.0(2021.1.0b3), 12.0.0(2020.2.0a3)
Could not test with: 2018.4(URP was in early preview stage)

1. Does not reproduce in the Build. Attaching a profiler to the Build shows 0 B of garbage generated by ShadowCaster2D.Update()

  1. Resolution Note (fix version 12.0.0):

    A fix for this issue is available on Universal RP package 12.0.0 and above with Unity 2021.2.0a9

  2. Resolution Note (fix version 11.0.0):

    A fix for this issue is available on Universal RP package 11.0.0 and above

Comments (3)

  1. Garfounkel

    Jun 29, 2021 14:48

    Will this fix be backported to 2020 LTS release?

  2. laserDogRob

    Feb 16, 2021 16:12

    In the update function of ShadowCaster2D.cs, the first line is:
    Renderer renderer = GetComponent<Renderer>();

    Surely that's a huge problem?

  3. DevilCult

    Feb 05, 2021 16:50

    Got this problem too for over a year i'm trying to find a solution. All my shadowcaster2d are creating at least 1.3kb of GC each. I've seen it in editor mostly but seeing the freeze i get when the shadowcaster get enabled in webgl build make me think it happen there too.
    Also by disabling/enabling the component in runtime i cumulativly get more batching, to a point the game will crash.
    It need a big look up in general.

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