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Fixed in Unity 2018.3



Found in


Issue ID




RenderPipelineManager.CleanupRenderPipeline() increasing Alocated Memory every 20 seconds




Priority: 2Necessary for shipping a final release


Severity: 1Crash, freeze, data loss, work stops

To reproduce:

1. Open Unity and create a new project
2. Open "SampleScene" scene
3. Enter Play mode
4. Open Profiler window
5. Switch to Hierarchy view
6. Select the CPU Usage bar
7. Sort by GC Alloc
8. Observe that the first entry and only allocating entry is RenderPipelineManager.CleanupRenderPipeline()

- This issue reproduces on both Windows and OSX
- On Windows its allocating 40 B
- On OSX its allocating 80 B

Reproduced on Unity 2018.2.0a9, 2018.2.0b11 and 2018.3.0a3
Not reproduced on Unity 2018.1.7f1 and 2018.2.0a8
Regression on Unity 2018.2.0a9

Comments (5)

  1. B41d13b62110dd9adf0ff103a88ef9c8?d=mm


    Sep 28, 2018 09:42

    still in 2018.2.10f1

  2. 088576c134123b000c670766fe320a5f?d=mm


    Sep 23, 2018 18:08

    went back to unity 2018.1.9f1 as that is the last build we could find that does not have this GC leak. However, player builds crash on some androids on boot in some vulkan code on 20181.9f1, so we had to remove vulkan support from our game as well.

  3. 5e24d80265305f1281804310095c7d7d?d=mm


    Sep 07, 2018 15:07

    As mentioned, GC Alloc is adding 80 bytes every frame...

  4. F2ae82bc602988316e5d46d443ea4d13?d=mm


    Sep 05, 2018 22:28

    seeing this on 2018.2.2f1

  5. Efbb6cc04d8882ad0e7b32b21fe29b35?d=mm


    Jul 13, 2018 13:58

    I see it adding 80 bytes every frame!

    OSX 10.11.6
    Unity 2018.2.0f2

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