Search Issue Tracker
Fixed in 2.6.2-preview.1
Votes
0
Found in [Package]
2.6.1
Issue ID
1272386
Regression
Yes
[Cinemachine] Huge Memory allocation increase each time when switching between Virtual Cameras
How to reproduce:
1. Open attached "CinemachineBugRepro.zip" project and "SampleScene" scene
2. Select the VirtualCamera_2 GameObject in the Hierarchy window
3. Toggle It On and Off multiple times
Expected result: Unity response time does not change
Actual result: Unity response time increases each time the active state is toggled
Reproducible with: 2019.4.9f1, 2020.1.4f1, 2020.2.0b1 (Cinemachine 2.6.0, 2.6.1)
Not reproducible with: 2019.4.9f1, 2020.1.4f1, 2020.2.0b1 (Cinemachine 2.3.3 - 2.5.0)
Could not test with: 2018.4.26f1 (could not downgrade)
Notes: The issue only occurs if the Camera with the CinemachineBrain component also has a PostProcessLayer component attached
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
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Resolution Note (fix version 2.6.2-preview.1):
This was a regression introduced in 2.6.0. Memory leak in CinemachinePostProcessing.OnCameraCut.