Search Issue Tracker
Fixed in 2018.2.0b5
Votes
0
Found in
2017.2.0b8
Issue ID
945533
Regression
No
UnitySplash-Cube stays in memory even after splash screen
To reproduce:
1. Open attached Unity project "BugReport_UnitySplash-Cube_StaysInMemory.zip"
2. Go to build settings and check "Development Build|
3. Build the game and run it
4. Window --> Profiler
5. Click Connected Player --> WindowsPlayer
6. Click on Memory profiling
7. Click on "Simple" and change it to "Detailed"
8. Click on Take Sample: WindowsPlayer
9. Navigate to Built-in Resources --> Texture2D
Expected result: There should not be UnitySplash-cube process after the splash screen is finished
Actual result: UnitySplash-cube process keeps on working in the background
Note: reproducible on every project
Reproduced on: 5.6.3f1, 2017.1.0p5, 2017.2.0b9. 2017.3.0a6
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
DrunkenMastah
Jun 23, 2018 05:41
That texture is 10.7 MB on my iPhone5C. Not good when my total limit is so low as well.
Please fix this. I hope this is not the same in release builds??