Search Issue Tracker
Fixed in 2018.4.X
Fixed in 2019.2.X, 2019.3.X
Votes
0
Found in
2018.2.0b6
2018.3.0a1
2019.1.0a1
2019.2.0a1
2019.2.0b7
2019.3.0a1
Issue ID
1168484
Regression
Yes
Unity leaks memory when doing assertion with interpolated string when Burst compilation is off and Profiler is recording
How to reproduce:
1. Open the "burst_leak.zip" project
2. Open the "SampleScene.unity" scene
3. Make sure Profiler is recording and Burst Compilation is turned off
4. Press Play
5. Check Unity RAM usage
Actual result: Unity RAM usage goes up and doesn't get cleaned.
Expected result: Unity doesn't leak RAM.
Reproducible with: 2019.3.0a10, 2019.2.0b10, 2019.1.10f1, 2018.4.4f1, 2018.2.0b6.
Not reproducible with: 2018.2.0b5, 2018.1.9f2.
Notes:
The leak doesn't happen if "Assert.IsTrue(width > 0, $"FAILED: width ({width}) > 0");" MyBurst2Behavior.cs: 51 is commented out.
For the leak to reproduce there are several circumstances combined:
Assertion message is defined as an interpolated string ($ character).
Burst Compilation is turned off (Jobs > Burst > Enable Compilation).
Profiler has to be recording.
In Unity 2018.2.0b1 - 2018.2.0b5 the RAM usage goes up but gets cleaned quickly.
-------------------------------------------------
Fixed in 2020.1.0a2, 2019.3.0b1, 2019.2.8f1, 2018.4.11f1.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Reflection Probe “Probe Scene Editing Mode:” text is barely visible
- [HDRP] Game view doesn’t refresh after changing Camera Background Type until mouse moves over it
- Some Shaders appear twice in Material Shader selection menu
- Editor freezes with a StackOverflowException when certain asset types are assigned to a managed component in a SubScene via AddComponentObject
- Scale Snapping with Gizmos does not work in the Scene view when Snapping and Absolute Grid Snapping are toggled off
Add comment