Search Issue Tracker
Fixed in 0.4.0-preview.1
Votes
0
Found in [Package]
2017.3.0f3
Issue ID
987987
Regression
No
PackedMemorySnapshot: "managedHeapSections" do not match stats in Profiler
To reproduce:
1) Open attached project
2) Build a Standalone Windows 64bit Player
3) Start Player
4) Open and connect Profiler to Player
5) Switch to "Memory" tab in Profiler
6) Open MainMenu > BugReport > Open TestCode Window
7) Click "Capture Memory" button
8) Compare the "Mono" memory stats to the stats shown in "TestCode Window".
Observe those numbers do not match.
Reproduced in 2017.1.0f3, 2017.3.0f3, 2018.1.0b4
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Tilemap Tiles do not get lit up unless the Light Range is greater than the distance between the position of the Tile before the transformation and the Light Source when the Tile is transformed with Tilemap.SetTransformMatrix method
- The Editor and "Reloading Domain" windows are frozen when entering Play Mode
- Crash when attempting to create a custom FMOD DSP unit
- [Linux] Floating windows do not keep their size after restarting the Editor
- .framework plugin is mistakenly treated as a directory when building for Universal Windows Platform
Resolution Note (fix version 0.4.0-preview.1):
Fixed in: 2021.2.0a12
When crawling mono for it's allocated memory we report more than just the managed heaps in which the objects reside (which the CPU profiler does). We report memory allocated by mono in order to store things such as MonoClass data, these chunks are not differentiated from the normal heaps prior to Unity Versions 2021.2.0a12, 2021.1.9, 2020.3.12f1, 2019.4.29f1 or newer. Previously this was intended behavior, but starting from these versions, managed heap sections have the highest bit set if they aren't used for heap objects, i.e. `(snapshot.managedHeapSections.startAddress & 1ul << 63) == 0` signifies managed object heap sections.