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Fixed in 2021.3.39f1, 2022.3.28f1, 6000.0.0b16
Under Consideration for 6000.1.X
Votes
78
Found in
2021.3.32f1
2022.3.13f1
2023.1.19f1
2023.2.0b17
2023.3.0a13
6000.0.0b11
6000.1.0a7
7000.0.0a1
Issue ID
UUM-55488
Regression
No
[iOS] App crashes with out of memory exception in UnityGfxDeviceWorker when starting the app
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
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rumorgames
Feb 25, 2024 18:56
I started a forum thread with additional information and context here:
https://forum.unity.com/threads/memory-leak-and-crash-in-unitygfxdeviceworker.1542857/
This issue has been ruining the experience for iPad players of our game for far too long with no solution in sight. Any updates on a timeline for resolution, or assistance on how to work around, would be most appreciated.
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rumorgames
Feb 07, 2024 07:57
@ACIDARROW lol sure sure. Then the bug is all the other devices that work fine!
Unity, please find a way to repro the "works fine on my machine" bug on the crashing devices listed above. It's the only way to get to the bottom of this!
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AcidArrow
Feb 06, 2024 13:40
Maybe crashing is by design.
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rumorgames
Jan 17, 2024 18:00
It doesn't inspire much confidence when your QA team can't be bothered to fix the description of the bug (it still says "Expected result: App crashes") let alone fix the bug itself.
This is still broken as of Unity 2021.3.34f1.
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jblaese
Dec 29, 2023 10:38
same here. any solutions?
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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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Resolution Note (fix version 6000.0.0b16):
Verified with 6000.0.0b16 (GPU timeout crashes on iOS no longer look like Out of Memory crashes.)