Search Issue Tracker
Fixed in 2018.1.X
Fixed in 2017.2.X
Votes
1
Found in
2017.1.1f1
Issue ID
956272
Regression
No
Memory leak when rendering procedurally generated meshes while using the Direct3D12 graphics API in the Windows Standalone build
How to reproduce:
1. Download attached project and open "Default" Scene
2. Go to Player Settings and set "Auto Graphics API for Windows" to "Direct3D12"
3. Press Build and Run (notice memory usage)
Actual result: Memory grows up about 10mb/s while the built game runs. The leak occurs as soon as the meshes are rendered. If the meshes are not rendered (e.g. the mesh renderer is disabled), the memory leak does not occur
Reproduced with: 5.6.3p4, 2017.1.2f1, 2017.2.0f2
Not reproduced with: 2017.3
Reproduced only with Direct3D12.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment