Search Issue Tracker
[IL2CPP] ParticleSystem.SetParticles generates unfreed allocations in IL2CPP builds
How to reproduce:
1. Build the attached project for iOS
2. Run the app on the device with Xcode allocations profiler (CMD + I > Allocations)
3. Keep pressing on the device screen
Actual result: ParticleSystem_CUSTOM_SetParticles() keeps generating unfreed allocations and memory usage grows.
Expected result: ParticleSystem_CUSTOM_SetParticles() doesn't leak memory allocations.
Reproducible with: 2020.1.0a1, 2019.3.0a12, 2019.2.1f1, 2019.1.14f1, 2019.1.0a1.
Regression introduced in: 2019.1.0a1.
Not reproducible with: 2018.4.6f1.
iPhone 7 (iOS 10.2)
VLNQA00272, Samsung Galaxy S10+ (SM-G975U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
- Unity Profiler doesn't show the leak
- Reproducible on PC Standalone, Android and iOS
- The leak happens in ParticleSystem_CUSTOM_SetParticles()
- Not reproducible with Mono backend
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Texture Importer Inspector throws errors when a built-in texture inspector is overwritten in C#
- ArgumentOutOfRangeException error is thrown when selecting a message printed in the Console with specific string
- [macOS] VideoPlayer.clockTime gets stuck for a few frames when starting to play a video
- VideoPlayer.StepForward() does not VideoPlayer.OnFrameReady when using a non-transcoded video
- [Android] A few frames of audio is played when VideoPlayer.Prepare() is called with audio output mode set to Audio Source