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Fix In Review for 6000.0.X, 6000.2.X, 6000.3.X, 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

  1. 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.

  2. Resolution Note (fix version 6000.3):

    Fixed unreferenced assets not being destroyed when switching scenes or calling Resources.UnloadUnusedAssets when using GPU Resident Drawer.

  3. Resolution Note (fix version 6000.2):

    Fixed unreferenced assets not being destroyed when switching scenes or calling Resources.UnloadUnusedAssets when using GPU Resident Drawer.

  4. Resolution Note (fix version 6000.0):

    Fixed unreferenced assets not being destroyed when switching scenes or calling Resources.UnloadUnusedAssets when using GPU Resident Drawer.

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