Search Issue Tracker
By Design
Votes
0
Found in
2017.1.0f3
Issue ID
945178
Regression
No
Terrain mesh generated around moving camera increasingly allocates memory even if GameObject.Destroy() is used
Reproduction steps:
1. Download project "NavMeshApiDemoLarge.zip" and open in Unity
2. Chose scene "GenerationBug"
3. Select Window -> Profiler -> Memory
4. Enter Play mode
5. In Game view move forward (press "W" + shift) for 10 - 15 seconds
Expected: memory should be freed after GameObject.Destroy() is used (InfiniteTerrain.cs) when distance between mesh and player is further than 700
Actual: memory allocation increases and Game view becomes laggy or Unity crashes
Reproduced: 5.5.4p2; 5.6.3p2; 2017.1.0p5; 2017.2.0b9; 2017.3.0a6
Note: Unity crashes on versions 2017.1.0b2 - 2017.1.0f3 (Error.png) and after some time Meshes allocated memory becomes Unknown in Unity 5.5.4p2 (5.5.4p2 Unity.png)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Dragon Crashers] Build fails in U6
- [Dragon Crashers] 4 Shader error messages on import
- [Dragon Crashers] Readme text is white on light grey
- Cursor stays in front of the first character when entering text in the TextMeshPro field
- Searching in Hierarchy causes unwanted component calls
Add comment