Search Issue Tracker
Duplicate
Votes
0
Found in
2018.4
2019.3
2019.3.3f1
2020.1
2020.2
Issue ID
1225027
Regression
No
[GPU PLM] Unity leaks memory when continually interrupting GPU PLM light baking
Reproduction steps:
1. Create a new project
2. Add a Terrain and a Cube to the Scene
3. Make sure the Cube contributes to Global Illumination by checking the correlating box under Mesh Renderer component (in older versions "Lightmap Static")
3. Open the Lighting Window (Window -> Rendering -> Lighting Settings) and set the Lightmapper to GPU
4. Tick the Auto-Generate lighting box
5. Continually interrupt lighting baking by moving the cube
Expected result: Memory consumption increases temporarily and shortly after decreases to its previous amount
Actual result: Memory consumption increases with every interruption and once baking is done, it doesn't drop
Reproducible with: 2018.4.19f1, 2019.3.7f1, 2020.1.0b3, 2020.2.0a4
Couldn't test with: 2017.4 due to GPU PLM being unavailable in that streams
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
This is a duplicate of issue #1204993