Search Issue Tracker
Fixed
Fixed in 6000.0.41f1, 6000.1.0b9, 6000.2.0a6
Votes
0
Found in
6000.0.35f1
6000.1.0b3
Issue ID
UUM-95334
Regression
Yes
"NativePassData.GraphPasses()" has GC Alloc of ~256 B when using Render Pass
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Open Profiler (Window > Analysis > Profiler)
4. Enable “Deep Profile”
5. Enter the Play Mode
6. Pause the Play Mode
7. Click the CPU Usage graph to add a point
8. In the Timeline drop-down select “Hierarchy“
9. Search for “GraphPasses“
10. Observe GC Alloc size
Expected result: “NativePassData.GraphPasses()” GC Alloc size is 0 B
Actual result: “NativePassData.GraphPasses()” has GC Alloc of ~256 B
Reproducible with: 6000.0.15f1, 6000.0.35f1, 6000.1.0b3
Not reproducible with: 2022.3.56f1, 6000.0.14f1
Reproducible on:
Play mode
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Notes:
- Could not test Windows Standalone Player due to it not connecting to Profiler with Development mode, Profiler support and Deep Profile selected
- Discussions thread: https://discussions.unity.com/t/rendergraph-many-allocations-per-frame/1551761
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment