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Won't Fix

Votes

1

Found in

2019.4

2020.3

2021.2

2021.2.8f1

2022.1

2022.2

Issue ID

1408974

Regression

No

Memory leak when instantiating and destroying GameObjects with a collider

Physics

-

Reproduction steps:
1. Open the user's attached project "ColliderMemLeak.zip"
2. Open "SampleScene"
3. Enter Play mode
4. Click "Start" in the Game view
5. Observe memory usage in the Profiler window

Expected result: Memory is released
Actual result: Memory is never released, the Editor becomes slow and unresponsive after a while

Reproducible with: 2019.4.36f1, 2020.3.31f1, 2021.2.15f1, 2022.1.0b11, 2022.2.0a7

Note:
1. Tested with Mesh and Box colliders
2. "Total Used Memory" under the Memory module decreases slightly after clicking "Stop" but "Physics Used Memory" under the Physics module does not

  1. Resolution Note:

    The issue here is that element IDs for PhysX objects are never flushed and dynamic arrays that are indexed by them grow to infinity over time as the objects are spammed. Unused IDs are flushed in the PxScene::simulate() call of PhysX but since there are 0 active physics objects in the scene, the call is always skipped. Removing the 0 object check would be a performance regression.

    Adding at least a single physics object to the scene circumvents the issue.

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