Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
21
Found in
5.3.2p1
Issue ID
769453
Regression
No
GC.MarkDependencies takes up a lot of CPU time for certain game objects
How to reproduce:
1. Open attached project
2. Open scene GAFHiccup.unity
3. Open the Profiler window
4. Play the scene
5. Delete the gameobject named Delete This
- Note how there is an increase in CPU usage for a few seconds
- The culprit is Loading.UpdatePreloading/Application.Integrate Assets in Background/GarbageCollectAssetsProfile/GC.MarkDependencies
- For comparison, try the same steps with scene UnityHiccup.unity and note how there is no increase in CPU usage
- The scenes differ in that one scene has an object which uses an animated object using the Unity animation system and the other uses a GAF animated object (GAF is a SWF to Unity animation converter)
- Reproduced in Version 5.4.0b9 (04b47bfe5580), Version 5.3.3p3 (1c43f6d3d3c3), Version 5.2.4f1 (98095704e6fe)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- NullReferenceExceptions are being thrown when saving a ScriptableObject with an array of a type with a CustomPropertyDrawer that uses TrackPropertyValue
- Applied velocity is inconsistent when using Rigidbody AddForce() with ForceMode.VelocityChange
- Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with an empty script attached
- Scroll offset is framerate-dependent when scrolling with velocity in the Device Simulator
- "Object.FindObjectsOfType<T>() is obsolete" warning is thrown when using "Transitions Plus" asset
Add comment