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Votes

0

Found in

6000.0.47f1

6000.1.0b15

6000.2.0a9

6000.3.0a1

Issue ID

UUM-103088

Regression

Yes

Mono Memory not being released when instantiating and destroying objects using WebGL

-

Steps to reproduce:
1. Open the attached “CleanProj_6000.0.zip” project
2. Build the project for WebGL
3. Observe the Mono memory in the build

Expected result: After the assets are removed, the Mono memory decreases
Actual result: After the assets are removed, the Mono memory stays the same

Reproducible in: 6000.0.0b12, 6000.0.47f1, 6000.1.0b15, 6000.2.0a9
Not reproducible in: 2022.3.61f1, 2023.1.0b1
Couldn’t test in: 2023.2.0a1, 6000.0.0b11 (because of build errors)

Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environment tested

Note: After some time it throws an OOM error

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    After thorough analysis, we have determined that the behavior observed is not a bug but rather a limitation of the Boehm-Demers-Weiser garbage collector that our platform is currently using. This garbage collector operates as a conservative garbage collector, meaning it does not have explicit knowledge of which regions of memory store pointers. As a result, it can occasionally falsely identify certain memory allocations as being referenced, preventing them from being freed.
    While this behavior may seem unexpected, it is consistent with the design and functionality of this type of garbage collector. Unfortunately, this limitation is intrinsic to the technology and cannot be modified within the current implementation.
    We understand that this may impact certain use cases, and we encourage you to explore alternative approaches or optimizations in your application design to mitigate potential side effects.
    Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

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