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
- [macOS] Editor window is not restored to previous position when launching the Editor and mouse cursor is on a different screen
- [Usability] Warning message in an Adaptive Probe Volume Component is not informative enough when Realtime Global Illumination is enabled
- Inspector for Adaptive Probe Volumes is not repainted when toggling Realtime Global Illumination setting in the Lighting Window
- Surface Inputs are not rendering when using the custom BaseShaderGUI
- Reflection Problem custom Cubemap loses its reference when HDR is enabled and the platform is switched
Add comment