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Fixed in 7.1.1



Found in [Package]


Issue ID




[LWRP] PlayerLoop > RenderPipelineManager.DoRenderLoop_Internal > GC.Alloc allocates around 2.6kb for every Camera in the Scene

Package: Scriptable Render Pipeline Lightweight


How to reproduce:
1. Open the "SampleScene" Scene in the attached "" Project
2. Enter Play Mode
3. Open Window > Analysis > Profiler
4. Observe the PlayerLoop > RenderPipelineManager.DoRenderLoop_Interna > GC.Alloc in the Cpu Profiler's Hierarchy

Expected Behaviour: The GC.Alloc is 0b
Actual Behaviour: The GC.Alloc is 2.6kb

Reproducible with(Package Versions): 4.0.0 Preview (2018.3.0b1) 4.10.0 Preview (2018.4.3f1), 5.2.3 (2019.2.0a1), 5.7.2, 5.16.1 (2019.1.8f1), 6.7.1 (2019.3.0a7)

Reproducible with(Unity Versions): 2018.4.3f1, 2019.1.8f1, 2019.2.0b7, 2019.3.0a7

Note: Could not check on 2017.4 because there are no Packages.

  1. Resolution Note (fix version 7.1.1):

    fixed in 2020.1.0a2, backported to 2019.3.0b2, 2019.2.18f1

Comments (1)

  1. DesertImageProd

    Aug 05, 2019 09:12

    There are three places with garbage allocation:
    1) LightweightRenderPipeline.InitializeShadowData: GetComponent<LWRPAdditionalLightData>
    2) LightweightRenderPipeline.InitializeCameraData: camera.GetComponent<PostProcessLayer>()
    3) ScriptableRender.ExecuteBlock : there is LinQ expression

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