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Fixed
Fixed in 1.10.0
Votes
0
Found in [Package]
1.10.0
Issue ID
OXRB-306
Regression
Yes
[Quest] Render Texture memory increases when frequently turning the VR screen off and on for the Player built with OpenXR
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Samples/XR Interaction Toolkit/2.5.2/Starter Assets/DemoScene.unity” Scene
3. Remove the PicoXR plugin (Window > Package Manager > Pico Unity Open XR Integration > Remove)
4. Install Memory Profiler (Window > Package Manager > Unity Registry > Memory Profiler > Install)
5. In the Build Settings window, enable Development Build and Autoconnect Profiler (File > Build Settings)
6. Open the Memory Profiler (Window > Analysis > Memory Profiler)
7. Select the device
8. Press Capture
9. Put the headset to sleep and wake it up
10. Repeat step 9 for 5 times
11. Repeat steps 6 - 8
12. Compare the Render Texture memory usage of both snapshots
Expected result: Render Texture memory usage is the same for both snapshots
Actual result: Memory usage of Render Texture differs
Reproducible with: 1.9.1 (2021.3.35f1)
Not reproducible with: 1.10.0 (2022.3.20f1, 2023.2.10f1, 2023.3.0b7)
Could not test with: 1.10.0 (2021.3.35f1) (Memory Profiler does not recognise Quest when the first snapshot is taken)
Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Pico (User reported)
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Notes:
- After putting Quest 2 to sleep and back on with 2021.3, the view in the headset is black
- Does not reproduce with the Oculus XR Plugin
- Does not reproduce with Windows Standalone Player or in Play Mode
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Resolution Note (fix version 1.10.0):
According to the JIRA ticket assigned, this was fixed in 1.10.0 in all relevant versions of Unity.