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Fixed in 2018.3.8f1

Fixed in 2018.3.X, 2019.1.X



Found in




Issue ID




ScriptableRuntimeReflection allocates 17 Bytes of GC per frame



Steps to reproduce:
1. Create a new project
2. Open the profiler window
3. Enter Playmode

Expected result: no GC allocation from ScriptableRuntimeReflection
Actual result: 17B of GC allocation pre frame

Reprododuced on 2018.3.0b12, 2019.1.0a11
Earlier versions do not single out this allocation in the profiler

Fixed 2018.3.8f1, 2019.1.0b5, 2019.2.0a7

Comments (10)

  1. joniwalkerkiy

    Apr 15, 2021 07:55

    thank you for sharing.

  2. DrEvil

    Feb 14, 2019 13:48

    Still happens in 2018.3.5f1

  3. buc

    Feb 12, 2019 18:58

    It is marked as "Fixed in Unity 2019.2",
    but with the newest and at the moment of writing the only version 2019.2.a4 I'm still getting 17B of gc.alloc every frame in the editor and 9B in the build.

  4. Mr-Jun

    Feb 10, 2019 23:05

    I'm seeing this in 2018.3.5f1 as well.

  5. AcidArrow

    Jan 27, 2019 13:49

    How is this NOT a regression? I never had this before.

  6. Zeeppo-Games

    Jan 23, 2019 12:39

    Same here. In the Editor and Android build. 17B of garbage every frame

  7. Zeeppo-Games

    Jan 23, 2019 12:16

    Same here. In the Editor and Android build. 17B of garbage every frame

  8. Dave-Carlile

    Jan 22, 2019 19:14

    Also in 2018.3.2f1. Both in editor and in a standalone windows build.

  9. Dave-Carlile

    Jan 22, 2019 18:18

    I'm seeing this in 2018.3.0f2

  10. Bodhid

    Dec 08, 2018 11:51

    Also happens in the latest Unity 2018.3.0 RC 1.
    In previous unity versions it happened in the Editor Only. I'm now having these 17 bytes per frame in standalone builds as well

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