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Fix In Review for 2021.3.X, 2022.3.X, 2023.2.X

Fixed in 6000.0.0b16

Votes

77

Found in

2021.3.32f1

2022.3.13f1

2023.1.19f1

2023.2.0b17

2023.3.0a13

6000.0.0b11

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

  1. 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.)

Comments (6)

  1. 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.

  2. 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!

  3. AcidArrow

    Feb 06, 2024 13:40

    Maybe crashing is by design.

  4. 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.

  5. jblaese

    Dec 29, 2023 10:38

    same here. any solutions?

  6. 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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