Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.4.X, 2020.1.X
Votes
2
Found in
2019.4
Issue ID
1260624
Regression
Yes
AsyncGPUReadback can leak memory under certain circumstances.
If you first read back into a native array, then do a normal readback, the normal readback can leak memory, if it reuses the request that was used by the native array.
Reproduction steps:
1. Create or open any unity Project
2. Add the attached C# script to the project
3. Add it to an object in a scene with just a camera
4. Enter Play Mode
5.a Monitor Memory usage in the Task manager or
5.b open Window/Analysis/Profiler and add the Memory Module
Expected: Memory usage rises up to a point and stabilizes there
Actual: Memory usage keeps rising
Reproduces in 2019.4.2f1, 2020.1.0b12, 2020.2.0a16
Does not Reproduce in 2019.2.0f1
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
- Rigidbody2D.Slide API does not have the needed configuration when creating a 2D Top-Down character controller
- Opening reference for "Playables"component redirects to a missing page
- Sprite Renderer image is changed when switching Mask Interaction and changing Sprite to a shared Sprite
- An unsigned integer is not compared with an integer correctly in player when using IL2CPP backend
- Graphical artifacts are being rendered in Scenes that are loaded during run-time when GPU Resident Drawer is turned on
Resolution Note (fix version 2020.2):
Fixed in: 2020.2.0a20
Resolution Note (fix version 2020.1):
Fixed in: 2020.1.2f1
Resolution Note (fix version 2019.4):
Fixed in: 2019.4.8f1