Search Issue Tracker
Active
Fixed in 6000.3.6f1, 6000.4.0b6, 6000.5.0a4
Under Consideration for 6000.0.X, 6000.5.X
Votes
0
Found in
6000.0.63f1
6000.2.14f1
6000.3.0f1
6000.4.0a5
6000.5.0a2
Issue ID
UUM-128633
Regression
No
Memory leaks are caused when using MeshToSDFBaker.Dispose()
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Open Profiler (Window > Analysis > Profiler)
4. Enter the Play Mode
5. Click repeatedly the Button with text “Bake SDF“
6. Observe the Mesh usage under Memory Module in Profiler
Expected result: Baked Mesh is destroyed thus the usage does not change
Actual result: Mesh usage increases with each click
Reproducible with: 6000.0.63f1, 6000.2.14f1, 6000.3.0f1, 6000.4.0a5, 6000.5.0a2
Reproducible on:
Play Mode
Windows Standalone Player
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Notes:
- If you use the "Bake SDF (destroy via reflection)" button, the Mesh Memory usage does not increase
- Said button uses reflection to access MeshToSDFBaker.m_Mesh field and destroy it
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
- The Multiplayer Play mode tool doesn't see the list of Play Mode scenarios when using 6000.3.x
- Input field does not update when selecting the same input field after previous input was canceled
- No warning thrown when modifying array size while editing multiple objects
- Root Motion Node option does not revert when changing the selection and clicking "Revert" in Inspector
- VFX Graph prefabs are not fully instanced when they are instantiated via a script
Resolution Note (fix version 6000.4.0b6):
Fixed in 6000.4.0b6
Resolution Note (fix version 6000.3.6f1):
Fixed in 6000.3.6f1