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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

2

Found in

5.4.0b3

Issue ID

764197

Regression

No

[MemoryLeak] After playing scene, more memory is allocated than released

Mono

-

Steps to reproduce:
1. Turn on Task Manager to monitor the leak
2. Play and stop empty project repeatedly (w/o any objects in it at all, w/ SkyBox turned off)
3. Notice in Task Manager that used memory for Unity keeps increasing

Note:
Use some sort of auto clicker for automation, noticeable results might take a while.
With introduction of multi scene manager, this issue seems to be amplified, since you can do it with many scenes at once.

Tested and reproduced on:
Windows 10
Unity 5.2.4p1, 5.3.3p1, 5.4.0b8

Comments (2)

  1. kookyoo

    Aug 11, 2016 15:41

    I found a similar issue on my side, it seems editor only related as build correctly free all the memory it reserved. One clear way to reproduce it is to play/stop in loop quickly, like if the editor was missing to free the totality of the garbage when you click play again.
    I tried it with success event with a very simple scene composed of simple PhysX objets without any custom script in memory.

    Just instantiate some objects in great number (in scene or spawn using a script), let them pop, stop and play as soon as possible, repeat over time, watch memory on system.

  2. Exsecratus

    Apr 30, 2016 15:35

    Yes same here!
    After Playing my scene (and an empty scene) used memory for unity increased. (unlimited)
    So, spend some time in unity... used memory 13GB/16GB! PC gets slow...

    Found out, when i change the Graphics Emulation, then the MemoryUsage will be reset.

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