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Fixed in Unity 2019.2

Votes

12

Found in

2017.1.0f3

Issue ID

944603

Regression

No

Memory leak if only one display device is connected when game is using multiple displays

UI

-

-

Priority: 4Not yet prioritized for a release

-

Severity: 1Crash, freeze, data loss, work stops

How to reproduce:
1. Open the "DisplayProject_New" project
2. Open the "scene" scene
3. Make sure your computer has only one display device connected
4. Select "Run In Background" in Player Settings
5. Build & Run the project
6. Check the memory usage (memory is leaking faster in user's project)

Actual result: The game's memory usage is increasing all the time.

Reproducible with: 2017.3.0a7, 2017.2.0b9, 2017.1.0p5, 5.6.3f1, 5.5.4p4.

Notes:
When a computer has two or more display devices the leak is not present.
The Unity Profiler doesn't show what is leaking the memory, only "Total Allocated" is growing.
The Canvas that is not shown must have UI elements to reproduce this leak.

------------------------------------------------------------
Fixed in 2019.2.0a8.

Response avatar

karl_jones

Jan 17, 2019

Hi. We are investigating the bug. For now the workaround is to disable any cameras that are not rendering to a display.

Comments (3)

  1. A018240cce01ff21f4401fbab95aeb75?d=mm

    EduardBosch

    Nov 06, 2018 16:10

    I'm having the same issue on 2018.2.11f1

    I've solved the issue by disabling the second camera in case the second display is not present.

  2. 095b2172c3d58ae98adf6ea3ff0102a4?d=mm

    RobMalvern

    Sep 06, 2018 14:33

    I've observed this in 2018.2.4f1

    In my case the profiler showed that the memory is being leaked here: Other->MemoryPool->CanvasBatchRenderers

    In addition it happens if there is a Camera targeting Display 2 and Display 2 has not been activated.

  3. 8cbc139951261b97a600be0287f3d4be?d=mm

    arkano22

    May 01, 2018 20:23

    Hi there,

    Any updates on this? We're developing a multidisplay app, and once we upgraded to 2017.4.1, it leaks memory like crazy and crashes within a couple minutes if not all screens are plugged in. If we disable all cameras that render to any display other than the main one, things work fine.

    In the detailed memory profiler, Other->MemoryPool->CanvasBatchRenderers seems to be the culprit: it grows non-stop until the OS kills the app.

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