Search Issue Tracker
Fixed in 2021.1.X
Votes
0
Found in
2018.4
2018.4.25f1
2020.2
Issue ID
1264725
Regression
No
Memory usage of Logging remains high when the error messages in the Console are cleared
How to reproduce:
1. Open the attached project "1264725.zip"
2. Open the "Test" Scene
3. In the Profiler window enable "Profile Editor", select memory module, switch to "Detailed" mode and click "Take Sample Editor"
4. Enter the Play Mode
5. Wait for 1-2 minutes and click "Take Sample Editor" again
6. Pause the Play Mode, clear the Console window (by clicking "Clear") and click "Take Sample Editor" again
Expected result: after clearing the Console, memory usage of Logging (Other > Logging) dropped to the one seen in 3-rd step
Actual result: after clearing the Console, memory usage dropped a bit but remained high (~30MB)
Reproducible with: 2018.4.26f1, 2019.4.6f1, 2020.1.0f1, 2020.2.0a19
Notes:
- The more memory is used by the Logging before clearing the Console the more of it is left after clearing (as an example if ~1.5GB memory is used before the Console is cleared, ~400MB will still be used after clearing)
- Tested and reproduced on Windows and MacOS
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Uninitialized variable warning appears in the Inspector of a custom shader when the variable is initialized
- "Failed creating toolbar element from ID..." error is thrown when resetting the Scene view Overlay layout while an Asset Transformer Toolbox overlay is active
- Entity ID for Font Assets is serialized twice which throws an error when using Debug Inspector
- Play Mode can be entered when disabling Adaptive Performance and pressing either the Play Mode button or the keyboard shortcut to enter Play Mode before recompilation leading to errors and warnings thrown
- Parent ListView element also becomes selected when inner ListView element is selected
Resolution Note (fix version 2021.1):
Clearing the editor console will now properly release memory that it had allocated to display messages. The issue has been fixed and should no longer reproduce in Unity 2021.1.0a6 and above.