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Fix in review



Found in


Issue ID




High CPU usage after playing scene when UnityWebRequest.Send() and isDone() were used in loop




Priority: 2Necessary for shipping a final release


Severity: 2Core functionality majorly impacted

To reproduce:
1. Open repro project
2. Open task manager
3. Play 'Test' scene
4. Click 'Next'
5. When message 'Done!' will appear in console, stop the scene

Expected: CPU usage will be the same as before playing the scene
Actual: CPU usage is much higher

Reproduced on: 5.5.0p1, p3, 5.5.1p1, p3
Not reproduced on: 5.4.4p1, 5.5.0f3, 5.6.0b7

Comments (4)

  1. 54b83b0bdcbc5aa6fd6fd0a19ceb905d?d=mm


    Mar 07, 2017 04:05

    On 5.5.2p1, this issue seems to be fixed.
    But I can reproduce it on 5.4.4p4 yet.

  2. 791c3824aa0b2c240b3e20b0c7bdaad3?d=mm


    Mar 06, 2017 22:06

    5.5.2p1 seems to resolve MY instances of this bug with the Editor on macOS, but I can't speak for the other users / cases.

  3. B145f1e7186ee5c239f9d895b8c4b794?d=mm


    Feb 22, 2017 08:30

    Why is this marked as fixed when there is no patch out for it, other than the 5.6 beta? Please push the fix with a patch release if you're sitting on it.

  4. 791c3824aa0b2c240b3e20b0c7bdaad3?d=mm


    Feb 13, 2017 23:22

    Thank you for taking the time to get a clean repro and file this issue!

    (It's been turning our machines into room heaters, but I haven't had time to produce a small repro project for reporting.)

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