Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.3.7p3
Issue ID
896028
Regression
No
[Android] Calling Marshal.AllocHGlobal and then LoadAllAssets increases PSS memory more than the bundle being loaded
How to reproduce:
1. Open user attached project
2. Build and run
3. Wait for Marshall allocation and asset bundle load to finish
4. Compare the values of 'Before LoadAllAssets' and 'After LoadAllAssets' thread peaks
Expected behaviour: Memory usage to increase about 3MB
Actual behaviour: Memory usage increases 10 or more MB
Reproduced on: 5.3.7p3
Not reproduced on: 5.4.5f1, 5.5.3f1, 5.6.0f3, 2017.1.0b1
Devices under testing:
Reproduced on:
Samsung Galaxy S7 | Exynos 8890 | Mali-T880 | Android 7.0
Samsung Galaxy S7 Edge | Exynos 8890 | Mali-T880 | Android 7.0
Samsung Galaxy S5 Neo | Exynos 7580 | Android 6.0.1
Xaomi Mi 5s | Qualcomm Snapdragon 821 | Adreno 530 | Android 6.0.1
LG Nexus 5X | Qualcomm Snapdragon 808 | Adreno 330 | Android 7.1.2
LG Nexus 5 | Qualcomm Snapdragon 800 | Adreno 418 | Android 6.0.1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Shader warning in 'Hidden/Core/DebugOccluder' thrown after building High Definition 3D Sample Template
- Audio Mixer “+” buttons overlap with UI when the Audio Mixer window layout is set to Horizontal
- "Clear" button in the "Set project display name" closes all the pop-up instead of clearing just a name from the field
- Video Player renders no video on specific devices when using Vulkan
- The Editor slows itself down by showing tons of warnings when the majority of TransformAccessArrays content are NullRefs
Add comment