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Under Consideration for 2021.3.X, 2022.3.X, 2023.2.X, 2023.3.X

Votes

1

Found in

2021.3.32f1

2022.3.13f1

2023.1.19f1

2023.2.0b17

2023.3.0a13

Issue ID

UUM-55488

Regression

No

[iOS] App crashes with out of memory exception in UnityGfxDeviceWorker when starting the app

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How to reproduce:
1. Build And Run the user’s attached “Flow.zip” project on iOS device
2. Observe the result

(Delete the "Library" folder in case of build errors)

Expected result: App crashes
Actual result: App doesn’t crash

Reproducible with: 2021.3.32f1, 2022.3.313f1, 2023.1.19f1, 2023.2.0b17, 2023.3.0a13

Reproduced on:
VLNQA00494 - iPhone 14 Pro Max, 16.3.1 iOS
VLNQA00358 - iPhone 12, 14.1 iOS
iPad Mini (6th generation) (user’s info)
iPad Pro (12.9-inch) (5th generation) (user’s info)
iPad Pro (11-inch) (4th generation) (user’s info)
iPad Pro (11-inch) (2nd generation) (user’s info)

Not reproducible on:
VLNQA00392 - iPad (9th generation), 15.0 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS
iPhone X (user’s info)
iPhone 13 mini (user’s info)
VLNQA00178, Xiaomi Redmi Note 4 (Redmi Note 4), Android 6.0, CPU: MediaTek Helio X20 MT6797M, GPU: Mali-T880
VLNQA00489, Htc 10 (HTC 10), Android 6.0.1, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00120, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00267, Samsung Galaxy S10+ (SM-G975F), Android 12, CPU: Exynos 9 (9820), GPU: Mali-G76

Note: not reproducible with a newly created project

Error message shown in log:
allocation 0x0x0 already registered @ Runtime/GfxDevice/metal/MetalScratchBuffer.mm:387 size 0; now calling from Runtime/GfxDevice/metal/MetalScratchBuffer.mm:387 size 0?
allocation 0x0x0 already registered @ Runtime/GfxDevice/metal/MetalScratchBuffer.mm:387 size 0; now calling from Runtime/GfxDevice/metal/MetalScratchBuffer.mm:387 size 0?
2023-11-22 11:15:56.964468+0200 Flow[530:20874] IOGPUMetalCommandBufferStorageAllocResourceAtIndex: failed to allocate pooled resource at dbClass: 8

Comments (1)

  1. rumorgames

    Nov 15, 2023 13:38

    Currently the expected and actual result are backwards. The expected result should be for the app *not* to crash. Eg:

    Expected result: App doesn't crash
    Actual result: App crashes

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