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By Design

Votes

0

Found in

2019.4

2020.3

2021.1.21f1

2021.2

2022.1

Issue ID

1375738

Regression

No

GC.Alloc when SpriteRenderer.get_sprite() is called

Scripting

-

Reproduction steps:
1. Open the attached project ("GetSprite_GC_Alloc_Example.zip")
2. Open "SampleScene"
3. Open the Profiler window and enable "Deep profile"
4. Enter Play mode
5. Exit Play mode right after the sprite in Game view changes
6. Search "get_sprite" in the Profiler search, select "SpriteRenderer.get_sprite()" and clear the search
7. Move the bar through "CPU usage" and observe the "GC Alloc" column

Expected result: No GC allocation under get_sprite() at any frame
Actual result: 40 B GC allocation under get_sprite() at certain frames

Reproducible with: 2019.4.34f1, 2020.3.25f1, 2021.2.7f1, 2022.1.0b2

Note: Copying a Sprite that has been copied before will not allocate GC

  1. Resolution Note:

    This is actually by design: some of the resources handled by Unity are often typically only manipulated by native code. For those kind of resources (textures, sprites, vertex buffers, etc.), we only create a managed wrapper when some managed component explicitly want to access it.
    So for a given Sprite object, the first time it is accessed (using SpriteRenderer.get_sprite() for example), the call to "Scripting::ScriptingWrapperFor" will instanciate this managed wrapper, to gives managed code a view over the object.
    The wrapper is cached though, so if you try to access the same sprite from managed code repeatedly, the wrapper will only be created once.

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