Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.3.X
Votes
0
Found in
2018.3.0a1
Issue ID
1210322
Regression
No
-profiler-maxusedmemory cmdline option doesn't work
-profiler-maxusedmemory has no effect in standalone player builds.
This prevents users to configure optimal value to maintain the lowest profiler overhead
- https://forum.unity.com/threads/profiler-deep-profile-in-build-shows-bogus-data.794223
- https://forum.unity.com/threads/crash-when-using-deepprofiling.796806/
Repro steps:
1. Create an empty project.
2. Add a GameObject
3. Create a script which does Debug.Log(Profiler.maxUsedMemory.ToString()) in Awake.
4. Attach script to the created GO.
5. Build standalone Player
6. Ran Player with -profiler-maxusedmemory 12345678
Actual result:
The log outputs 16MB
Expected result:
The log outputs 12345678
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "No HDR monitor detected." warning is shown in the Rendering Debugger even when the Editor is on HDR-enabled monitor
- Shader Graph Enum Keyword Default Value changes after reordering Entries
- Light Explorer throws “ArgumentException” error when disabling all columns from the Multi-column panel context menu
- "Freeze Camera For Culling" options are inconsistent between the Game view overlay and Rendering Debugger window
- Crash on GetOriginalSourceOrVariantRoot when creating a scene from a specific template
Add comment