Search Issue Tracker
Fixed in 6000.0.47f1
Fixed in 6000.0.X, 6000.1.X, 6000.2.X, future release
Votes
0
Found in
2021.3.19f1
2022.2.8f1
2023.1.0b6
2023.2.0a4
2023.3.0a3
6000.0.0b11
6000.1.0a7
6000.2.0a1
Issue ID
UUM-27914
Regression
No
Profiler shows wrong call stack information when profiling a player that is built using Visual Studio
Reproduction steps:
1. Open the attached project “ProfilerBug”
2. Open the Visual Studio Solution “Project location/Build/profiler_callstack”
3. Build the player via the Visual Studio Editor
4. Open the Profiler Window>Analysis>Profiler
5. In the Profiler controls section enable Call Stacks
6. In the Module details panel search for “gc.alloc”
7. In the Module details panel change the No Details option to Related Data
8. In the player press the button called “Button”
9. Observe the call stacks shown in the Profiler
Expected result: The call stack list does not contain the call stack “FileIndex”
Actual result: Call stack “FileIndex” appears in the call stack list
Reproducible with: 2021.3.19f1, 2022.2.8f1, 2023.1.0b6, 2023.2.0a4
Couldn't test with: 2020.3.45f1 (Profiler does not show any data)
Reproducible on: Windows 11
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
- Weight Brush Overlay text is clipped in Sprite Editor
- GameObject Transform scale values reset to their previously saved values when proportions are constrained and certain decimal values are entered in the Inspector
- Asset thumbnails in the Project window stay white when a referenced texture file is deleted and restored
- Crash on PersistentManager::ReadObjectThreaded when calling AssetDatabase.ForceReserializeAssets() multiple times in a row
- Scene becomes dirty when first opening an HDRP Template project
Resolution Note:
postponed for Unity 7