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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
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.