Search Issue Tracker
Won't Fix
Votes
0
Found in
5.6.2f1
Issue ID
923924
Regression
No
StaticBatchingUtility.Combine() leaks memory with combined mesh data
The combined mesh data is never getting freed, even though all GameObjects that were used to create the combined mesh have been removed from the scene.
To reproduce:
1. Download attached project "StaticBatchingMemoryLeakTest.zip" and open in Unity
2. Open "TestScene" Scene
3. Enter Play Mode
Expected Result: Memory stays stable
Actual Result: Memory continually increases
Note: You can see as the memory continually increases within the Detailed Memory Profiler: Scene Memory -> Mesh. To see memory usage increase faster, change the "Time Between Creates" on the TestScript GameObject to a lower value. In built players, the memory numbers goes up slower.
Note: This issue appears both on Windows and OSX.
Reproduced on Unity 5.6.2p1, 2017.1.0f1 and 2017.2.0b1
Could not check for regression on Unity 5.5 because scripts becomes corrupted
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment