Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.4.0b1
Issue ID
760072
Regression
No
ParticleSystem calls (Play, Stop, Clear, IsAlive, etc) with 'withChildren' parameter set to true generates garbage
Steps to reproduce:
1. Open attached project
2. Open the only scene in it
3. Open the 'Profiler' window
4. Play the scene
5. Notice the GC allocations being made for each ParticleSystem call in the memory tab
Note: Looping through all the children and playing them individually works without garbage.
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
- Containers' height doesn't expand when text wraps
- Variable is set to a different value from the selected enum value in the Editor dropdown
- TreeView Child display toggle styling becomes reversed when clicking and dragging it
- Null is returned when using FocusOutEvent.relatedTarget
- Unity_BaseInstanceID is always zero when rendering multiple meshes and instancing with the same buffer
zee_ola05
Nov 19, 2017 00:27
Stop() still produces Garbage on 5.5.2f1.
mcmorry
Oct 10, 2017 18:48
It's still buggy on 5.6.3p3 when calling Stop().
I have only trails enabled (no renderer) and the workaround for me was to set the ratio of the trails to 0.
Behzad65
Oct 06, 2017 06:01
the issue is not fixed in 5.6.0f3
ThomasEgan
Sep 06, 2017 15:49
Still present in 5.6.3p2 on ParticleSystem.Stop()
MartinW
Jul 01, 2017 20:33
This issue is still present in 5.6.2f1. ParticleSystem.Stop() Generate 248B of garbage.
ddf
Dec 19, 2016 18:07
This happens in 5.5.0f3, as well. Even when passing false to Stop, I am seeing a 248 byte allocation for each call.
manny003
Sep 08, 2016 22:48
This issue is definitely not resolved. Just saw it happen in 5.4.0p4 using Stop(). Work around is to call Stop with param false -- knowing that I have no children to look for.
sebas77
Jul 04, 2016 17:37
This is reproducible with Unity 5.3.5 as well, any plan in fixing it there too?