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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:

  1. Create a new 3D HDRP Sample project
  2. Open the Window → Analysis → Profiler window
  3. Enable Deep Profiling
  4. Enter Play Mode
  5. Search for “GC.Alloc“ in the CPU Usage Hierarchy
  6. 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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