Search Issue Tracker
Won't Fix
Votes
2
Found in
5.3.3f1
Issue ID
778202
Regression
No
Garbage Collection fails to free up necessary memory
How to reproduce:
1. Open attached project
2. Build to iOS and run
3. In Xcode, switch to the Memory profiler window
4. On the device, tap the on-screen button quite rapidly (4+ taps per second)
- Note how the memory usage eventually goes above 200mb, and sometimes reaches a state when it simply crashes due to a memory error
- The memory usage does not always go above 200mb and if it does, it does not always reach a crashing state
- Make sure to have some ritual candles and a small animal to sacrifice, just in case the tapping finger gets tired
- Reproduced in Version 5.4.0b9 (04b47bfe5580), Version 5.3.3p3 (1c43f6d3d3c3) on an iPhone5 (iOS 7.1)
- Not reproducible with an iPad Mini 4 (iOS 9.1)
- Project does not work properly with Version 5.2.4f1 (98095704e6fe)
- Won't Fix: In this case it might be better to try allocating that memory in native code in a plugin. Although that will be more complex than allocating it in managed code, it will give one complete control over the lifetime of the memory. For large chunks of memory like this, more tightly controlled allocation is sometimes a good alternative.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Blank, Light-Themed "Create Node" window becomes visible on the next project open
- UI Elements/Layout inconsistencies in the Particle System component
- The Game view and Scene view fail to render when launching the Editor with a maximized Render Graph Viewer window
- "List is empty" is poorly visible in the "Create Node" window
- [Android] GameObject with a custom shader becomes invisible when deployed with the Vulkan Graphics API
Add comment