Search Issue Tracker
By Design
Votes
1
Found in
5.4.0b21
Issue ID
802642
Regression
No
After iOS or tvOS build is made, GC allocated memory in editor is not released as frequently as before the build
Steps to reproduce:
1. Open attached project (or a new one, makes no difference)
2. Open profiler, and run empty scene
3. Check the 'Memory' tab, specifically, the 'Total GC Allocated' graph, notice the GC memory is released every 100 frames or so (the red graph drops)
4. Build the project for iOS or tvOS
5. Run the same scene again
6. Check the profiler's Memory tab again, notice that this time, 'Total GC Allocated' is being released way less frequently (on my machine, every 3000-3500 frames)
Workaround: Placing a simple script, that calls GC.Collect() once every 100 frames makes the issue disappear.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment