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Fixed
Fixed in 6000.0.61f1, 6000.2.9f1, 6000.3.0b7, 6000.4.0a3
Votes
22
Found in
6000.0.59f1
6000.2.7f1
6000.3.0b4
6000.4.0a1
Issue ID
UUM-120539
Regression
No
Memory usage rises when switching scenes with GRD
Reproduction steps:
1. Open the attached “IN-117955” project
2. Open the Build Profiles window (File > Build Profiles)
3. Enable the “Development Build” option
4. Build and Run the Project
5. Open the Memory Profiler window (Window > Analysis > Memory Profiler)
6. Make sure Memory Profiler is set to capture Local Player
7. Capture a Memory Snapshot
8. Change between Scenes in the Player by pressing the “Space” key
9. Capture a new Memory Snapshot
10. Repeat 8-9 steps
11. Compare capture two captures of the first empty initial-scene
Expected result: Memory usage between two scenes wihtout textures does not increase
Actual result: Memory usage increased between two scene captures of the same scene by ~13MB and appears to be mostly Texture2D
Reproducible with: 6000.0.59f1, 6000.2.7f1, 6000.3.0b4, 6000.4.0a1
Reproducible on: Windows 11
Not reproducible on: No other environments tested
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Resolution Note (fix version 6000.4.0a3):
Fixed unreferenced assets not being destroyed when switching scenes or calling Resources.UnloadUnusedAssets when using GPU Resident Drawer.
Resolution Note (fix version 6000.3.0b7):
Fixed unreferenced assets not being destroyed when switching scenes or calling Resources.UnloadUnusedAssets when using GPU Resident Drawer.
Resolution Note (fix version 6000.2.9f1):
Fixed unreferenced assets not being destroyed when switching scenes or calling Resources.UnloadUnusedAssets when using GPU Resident Drawer.
Resolution Note (fix version 6000.0.61f1):
Fixed unreferenced assets not being destroyed when switching scenes or calling Resources.UnloadUnusedAssets when using GPU Resident Drawer.