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Votes
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Found in
6000.0.59f1
6000.2.7f1
6000.3.0b4
6000.4.0a1
Issue ID
UUM-121201
Regression
Yes
More calls are made to GC.Alloc in an HDRP Sample Template when compared to the 2022.3 stream
How to reproduce:
- Create a new 3D HDRP Sample project
- Open the Window → Analysis → Profiler window
- Enable Deep Profiling
- Enter Play Mode
- Search for “GC.Alloc“ in the CPU Usage Hierarchy
- Observe the Profiler Hierarchy
Expected result: Ideally, no GC allocations are made, or combined GC allocations do not exceed ~0.5kB (observed in 2022.3.67f1)
Actual result: ~1.1 kB is allocated each frame
Reproducible in: 6000.0.59f1, 6000.2.7f1, 6000.3.0b4, 6000.4.0a1
Not reproducible in: 2022.3.67f1
Could not test in: 2023.3.0a2, 6000.0.0f1 (Many other calls to GC are made, which are different both on 2022.3 and 6000 streams)
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Notes:
- Compared 2022.3.67f1 GC.Alloc calls, in the 6000.4.0a1 version, there are these additional calls made to GC.Alloc each frame (seems to be consistent throughout all Unity 6 streams):
- String.FastAllocateString() (~0.5kB)
- ProbeVolume.OnDrawGizmos() (~100B)
- Unable to search for the regressed version due to GC.Alloc irregularities between the versions
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