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Votes
0
Found in [Package]
1.23.1
2.3.16
Issue ID
ADDR-3925
Regression
No
"System.String" size in Player increases when building using Addressables binary catalog instead of JSON catalog
Reproduction steps:
1. Open the attached “repro_IN-96771“ project
2. Open the “Assets/SpaceShooter.unity“ Scene
3. Open the “Addressables Group” window (“Window → Asset Management → Addressables → Groups“)
4. Build the addressables (“Build → New Build → Default Build Script“)
5. Open the “Build Profiles/Build Settings…” window (“File → Build Profiles/Build Settings…“)
6. Add the “Assets/SpaceShooter.unity“ Scene to the build “Scene List”
7. Enable the “Development Build“ and press the “Build“ button
8. Once the build completes, run the built .exe
9. In the Editor, open the “Memory Profiler“ window (“Window → Analysis → Memory Profiler“)
10. In the top-left of the “Memory Profiler” window, press the “Editor“ drop-down and select the Player
11. Press “Capture New Snapshot“
12. In the Project window, select “Assets/AddressableAssetsData/AddressableAssetSettings.asset“ Addressable Asset Settings file
13. In the Inspector, press the “Enable Json Catalog“ parameter
14. Repeat from the 3rd to the 11th step
15. In each snapshot, go to “All Of Memory → Managed → Managed Objects“
16. Compare the size of the “System.String“ between both snapshots
Expected result: Size of the “System.String“ in the binary catalog build snapshot is smaller than in the JSON catalog build
Actual result: Size of the “System.String“ in the binary catalog build snapshot is higher than in the JSON catalog build
Reproducible with: 1.23.1 (2022.3.60f1), 2.3.16 (6000.0.43f1, 6000.1.0b11, 6000.2.0a7)
Note: In the 1.23.1 version of the Addressables, change between binary and JSON catalog in the “Edit → Project Settings… → Player → Scripting Define Symbols“ by adding “ENABLE_BINARY_CATALOG“ or “ENABLE_JSON_CATALOG“, respectively
Reproducible on: Windows 10 (22H2)
Not reproducible on: No other environments tested
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