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
- ACES Tonemapping causes banding artifacts and negative values in ColorGradingLUT when HDR is enabled and "High Dynamic Range" Grading mode is selected while Android Platform is used
- Android Player freezes when an Audio Source is playing and an incoming call is picked up and then hung up and the Audio Source is started again
- Green success icon is poorly visible in the light Unity theme
- Incorrect input into the Input Field when using Microsoft IME Japanese
- Multiplayer role "ClientAndServer" is displayed without the spaces in the "Play Mode Scenarios" window
Add comment