Search Issue Tracker
Fixed in 4.6.X
Votes
4
Found in
4.6.0b18
Issue ID
630847
Regression
No
uGUI allocates memory on each frame in 2 places
uGUI seems to allocate memory each frame for Canvas.SendWillRenderCanvases() and EventSystem.Update()
To reproduce:
1. Create a new project
2. Add a canvas
3. Add a panel to the canvas
4. Enter play mode and open up profiler. Inspect the cpu usage and select either "EventSystem.Update()" or "Canvas.SendWillRenderCanvases()"
5. Notice that the GC allocation in the profiler - 52 and 100 bytes are being allocated each frame
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment