Search Issue Tracker
Fixed
Fixed in 2022.3.0f1, 2023.1.0f1, 2023.2.0a16
Votes
1
Found in
2022.2.17f1
2023.1.0b14
2023.2.0a12
Issue ID
UUM-34062
Regression
Yes
URP TAA implementation leaks accumulation buffers when entering the Play Mode
Reproduction steps:
1. Open the attached Project “TAA_Leak”
2. Open the “Assets/Scenes/Example Scene.unity”
3. Enter and exit the Play Mode multiple times
4. Open Window > Analysis > Memory Profiler
5. Click on the “Capture New Snapshot” and then the “Take Snapshot” buttons
6. Select the generated Snapshot and go to the “Unity Objects” section
7. Write in the search bar “TAA”
8. Observe the number of objects in “RenderTexture”
Expected result: There are no TAA objects in “RenderTexture”
Actual result: Amount of TAA objects in “RenderTexture” increases each time the Play mode is entered
Reproducible with: 2022.2.5f1, 2022.2.17f1, 2023.1.0b14, 2023.2.0a12
Not reproducible with: 2020.3.47f1, 2021.3.24f1, 2022.2.4f1
Reproducible on: Windows 10
Note: If the snapshot is taken while Editor is in the Play Mode, after all the steps there should be one object in “RenderTexture”
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment