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Fixed in Unity 2019.3



Found in


Issue ID




GC allocates 9B garbage every frame when executing NativeInputSystem.ShouldRunUpdate()




Priority: 2Necessary for shipping a final release


Severity: 2Core functionality majorly impacted

Steps to reproduce:
1. Open attached project
2. Build for Android
3. Attach profiler to Android
-NativeInputSystem.ShouldRunUpdate() GC allocates 9B

Note: NativeInputSystem.ShouldRunUpdate() method is only present in 2019.1 and up

Reproduced on: 2019.1.0b10, 2019.2.0a10

Reproduced on platforms: Windows, Android
Couldn't reproduce on iOS since there is no "NativeInputSystem.ShouldRunUpdate()" on Metal, iPhone 8 Plus iOS 12.0

Devices under test:
VLNQA00119, Xiaomi Mi 5 (MI 5), 7.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00001, Google Pixel 2 (Pixel 2), 9, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540

Comments (3)

  1. F0d1db04a492828463186c5c35b23708?d=mm


    May 04, 2019 05:16

    Not fixed yet in 2019.1.1 -> Still 51 B GC Alloc / frame.

  2. 4c05d2b65e25fdbb913fb7ec6faebfb0?d=mm


    Apr 23, 2019 00:11

    In what version of 2019.1 is this fixed? It happens in 2019.1.0f2.

  3. 0be10b0fa075dd75138b67420b5bdaa1?d=mm


    Apr 17, 2019 17:25

    Since this is called in 3 different places it produces 51B every frame.

    Reproduced on: 2019.1.0f1, 2019.1.0f2, 2019.2.0a11

    Not reproduced on 2019.2.0a7

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