Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2018.4.X, 2019.3.X
Votes
0
Found in
2018.3.0b1
2019.1.0f1
2019.1.6f1
2019.2.0a1
2019.3.0a1
Issue ID
1165372
Regression
No
PlayerLoop > GC.Alloc is allocating every frame when using SRP
How to reproduce:
1. Open the "SampleScene" Scene in the attached "Repro1165372.zip" Project
2. Enter Play Mode
3. Open Window > Analysis > Profiler
4. Observe the PlayerLoop > GC.Alloc in the Cpu Profiler's Hierarchy
Expected Behaviour: The GC.Alloc is 0b
Actual Behaviour: The GC.Alloc is 40b (32b initial + 8b for each camera in the scene)
Reproducible with(Unity Versions): 2018.4.3f1, 2019.1.8f1, 2019.2.0b7, 2019.3.0a7
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2020.1):
SRPs no longer allocate memory each frame for each active camera.
Resolution Note (fix version 2018.4):
Fixed in 2018.4.25f1