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Fixed in 2020.1.X

Fixed in 2019.4.X

Votes

3

Found in

2019.3.0a5

2019.3.0b8

2020.1

Issue ID

1194440

Regression

No

AsyncGPUReadback.RequestIntoNativeArray() crashes Unity when trying to request a copy to the same NativeArray multiple times

Graphics - General

-

How to reproduce:
1. Open the attached project(Test ref AsyncGPUReadback) using the EnvIronman VM(optional, more information in Edit)
2. Open the SampleScene
3. Enter Play Mode
4. Wait until a few copies are finished

Expected result: the Editor does not crash
Actual result: the Editor crashes

Reproducible with: 2019.3.0a5, 2019.3.0b9, 2020.1.0a11
Could not test with: 2017.4.33f1, 2018.4.11f1, 2019.2.11f1, 2019.3.0a4('AsyncGPUReadback' does not contain a definition for 'RequestIntoNativeArray')

Notes:
Reproduced on both Windows and macOS
May take a few requests before the crash occurs

  1. Resolution Note (fix version 2020.1):

    Fixed in 2020.1.0a19

  2. Resolution Note (fix version 2019.4):

    Fixed in 2019.4.0f1

Comments (2)

  1. MartinTilo

    Jul 24, 2020 13:52

    Yep, there is this variance of this bug that could be possibly related to / confused with this issue
    https://issuetracker.unity3d.com/product/unity/issues/guid/1260624/

  2. Menion-Leah

    Jun 17, 2020 23:04

    I strongly suspect this fix in 2019.4.0f1 LTS introduced some regression with NativeArray memory management.

    Plugins like NatCorder work correctly until 2019.3.15f1, while in LTS they start allocating GB and GB of RAM that doesn't get released even after stopping playmode.

    They are visible in the profiler as well, but they don't fall in any category listed (textures, sprites, gameobjects...)

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