Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
2.0.0-preview.1
Issue ID
1263940
Regression
No
Memory leaks when generating Auto Weights for a specific sprite in Skinning Editor
Reproduction steps:
1. Open the attached project ("1263940.zip")
2. Open "CharacterTest" scene
3. Select "CaveMinerSkeleton_T" GameObject
4. Open Sprite Editor (Window -> 2D -> Sprite Editor)
5. In Sprite Editor window change mode to Skinning Editor (can change it in the upper left corner of the window)
6. Select "Auto Weights" in Weights tab and click "Generate All"
Expected result: Even if it takes more memory to generate weights, the memory should drop down to the same amount that was used before generating weights
Actual result: When generating weights, memory consumption can rise up to 7GB and after the weights are generated, Unity still uses about 3GB, where before the generation it was using less than 1GB
Reproducible with: 2018.4.26f1 (2.2.0-preview.3), 2019.3.16f1 (3.2.3), 2019.4.6f1 (3.2.3), 2020.1.0f1 (4.2.4), 2020.2.0a19 (5.0.0)
I couldn't downgrade the package lower than 2.0.0-preview.1 to test since older versions throw compilation errors when the package is installed in an empty project.
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
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Resolution Note:
After investigation, the memory used during weights generation is reserved by the editor after usage and not a leak. To 'reset' the memory usage, you can trigger a domain reload eg by enter/exit playmode.
The high memory usage is due to trying to generate weights; however it is possible that the generation can fail. In those cases, user will have to manually paint the weights.