Search Issue Tracker
Active
Votes
4
Found in
2019.4
2019.4.30f1
2020.3
2021.2
2022.1
Issue ID
1380320
Regression
No
GUIUtility.BeginGUI() causes memory allocations every time when a GameObject with OnGUI() is instantiated
How to reproduce:
1. Open attached project "case_1380320.zip"
2. Enter Scene "SampleScene" (Assets > Scenes)
3. Make sure the Profiler window is docked in the Editor (View > Analysis > Profiler)
4. Enter "GUIUtility.BeginGUI()" into a search bar inside of the Profiler window
5. Enter Play Mode
6. Select any frame in the Profiler window
7. In the Profiler window's Overview area observe the value in "GUIUtility.BeginGUI()", "GC Alloc" column
8. In the Hierarchy window copy and paste GameObject "GameObject"
9. In the Profiler window clear the frames by pressing the "Clear" button and unpause Play Mode
10. Select any Frame in the Profiler
11. In the Profiler window's Overview area observe "GUIUtility.BeginGUI()" GC Alloc column
Expected result: The value under the "GC Alloc" does not increase
Actual result: The value under the "GC Alloc" column increases by 0.3-0.4 KB
Reproducible with: 2019.4.0f1, 2019.4.33f1, 2020.3.23f1, 2021.2.4f1, 2022.1.0a16
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Memory usage rises when switching scenes with GRD enabled and a loaded texture in URP
- [Quality Hackweek] Terrain Brush Size value is not serialized after deselecting the terrain when using the first instance of multiple Inspectors
- "NullReferenceException" is thrown when setting a long string in TMP with "Atlas Population Mode" set to "Dynamic" and "Multi Atlas Textures" enabled
- TextMeshPro text is misaligned when alignment is set via script
- A DX11 shader error is thrown when compiling shaders for platforms without DX11 support
Add comment