Search Issue Tracker
Fixed in 2019.1.X
Votes
0
Found in
2019.1.0a13
2019.1.0f2
Issue ID
1152043
Regression
Yes
Memory Profiler cancels Spanshot due to compilation "in progress" after Build and Run
Reproduction steps:
in an empty project:
1) Install Memory Profiler Package through package manager UI and open the memory profiler window
2) build and run Standalone player with autoconnect profiler
3) take memory snapshot
4) observe log as below:
Canceling snapshot, there is a compilation in progress.
UnityEngine.Profiling.Memory.Experimental.MemoryProfiler:TakeSnapshot(String, Action`2, CaptureFlags)
Unity.MemoryProfiler.Editor.<DelayedSnapshotRoutine>d__95:MoveNext() (at C:/Users/martinsch/Documents/Projects/com.unity.memoryprofiler/Editor/MemoryProfilerWindow.cs:838)
Unity.EditorCoroutines.Editor.YieldProcessor:MoveNext(IEnumerator) (at Library/PackageCache/com.unity.editorcoroutines@0.0.2-preview.1/Editor/EditorCoroutine.cs:79)
Unity.EditorCoroutines.Editor.EditorCoroutine:ProcessIEnumeratorRecursive(IEnumerator) (at Library/PackageCache/com.unity.editorcoroutines@0.0.2-preview.1/Editor/EditorCoroutine.cs:133)
Unity.EditorCoroutines.Editor.EditorCoroutine:MoveNext() (at Library/PackageCache/com.unity.editorcoroutines@0.0.2-preview.1/Editor/EditorCoroutine.cs:114)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
Expected:
Snapshot is taken without issues.
Reproducible with:
2019.1.0a13, 2019.1.0f2, 2019.2.0a3
Not reproducible with:
2019.1.0a12, 2019.2.0a4
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment