Search Issue Tracker




Found in


Issue ID




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



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. ganaware

    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. MechEthan

    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. plindberg

    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. MechEthan

    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.)

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.