Search Issue Tracker
Fixed
Fixed in 6000.0.58f1, 6000.2.0b11, 6000.3.0a1
Votes
16
Found in
6000.0.0b1
6000.1.0a1
6000.2.0a1
6000.3.0a1
Issue ID
UUM-104833
Regression
No
All baked data for all scenes using APV is always loaded in Editor
All baked data for all scenes using APV is always loaded in Editor, causing excessive memory usage if you have several scenes using APV in your project.
*Steps to reproduce:*
# Open attached project (ApvMultiScene.zip).
# Open memory profiler (Window > Analysis > Memory Profiler).
# Take a memory snapshot, and open it.
# Open the "All Of Memory" tab, fold out Native > Native Objects > TextAsset.
# Observe that all the data assets labelled "Baking Set" are loaded in memory, although no scenes using APV are loaded.
Expected: Data assets are only in memory for scenes that are loaded.
Actual: All data asset are loaded all the time.
!image-2025-05-08-12-45-10-038.png!
*Reproducible with versions:* 6000.0, 6000.1, 6000.2
*Tested on (OS):* Windows
Comments (1)
-
Ashanex
Jun 24, 2025 20:41
Also happens in MacOS. Only one scene but it seems to keep loading every light-probe of a large scene at the same time. Causing massive stuttering (2GB of Garbage collection every frame). When building the game the stuttering disappears. Did not happen in older versions of Unity 6 from a few month ago on my end though.
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
- [Quality Hackweek] Activated Terrain Inspector is active only until the terrain GameObject is deselected when two or more Inspectors are open
- Physics Used Memory keeps growing when GameObject colliders are enabled and disabled
- Errors are thrown and Inspector's UI element is not drawing when a GameObject with script component using a List<T> attached is selected
- ConfigurableJoint's parameters are not saved in the Prefab after Runtime Prefab baking
- Popup windows spawn on the incorrect monitor when the Editor is placed near the boundary of scaled monitor next to a monitor with different scaling
Resolution Note (fix version 6000.2.0b11):
GI: Fixed a bug where projects using Adaptive Probe Volumes would have high memory usage in Editor, especially when the project contains many scenes that use Adaptive Probe Volumes.