Search Issue Tracker
Fixed in 2018.3.X
Votes
1
Found in
2017.4.3f1
Issue ID
1042218
Regression
No
[UWP] Memory leaks on .NET backend when calling Mesh.SetVertices(), Mesh.SetUVs(), Mesh.SetTriangles() methods
Steps to reproduce:
1. Download 1042218_repro.zip
2. Switch platform to UWP
3. In Project Settings set Scripting backend too .NET
4. Build project
5. Open solution in VS
6. Build project (Debug, x64, run on Local Machine)
6. Check Process memory in the Diagnostic Tools window
Expected results: memory usage doesn't increase over time.
Actual results: memory usage increase over time when UWP project is built with .NET backend.
Memory leak is caused by Mesh.SetVertices(), Mesh.SetUVs(), Mesh.SetTriangles().
Reproduced with: 2018.2.0b6, 2018.1.2f1, 2017.4.4f1, 2017.3.2f1, 2017.2.3p1, 2017.1.4f1
Workaround: switch Scripting backend in Project Setting to IL2CPP.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Deletion prompt is opened when trying to delete a Parent Blendtree State via delete shortcut
- “Assertion Failed”, “Invalid AABB a” and Mesh errors are thrown when editing Group Seed or Frequency settings for Tree Object
- “GetAllOverlapping failed…” error when clicking a GameObject during a custom picking pass in the Scene view for the second time
- “NullReferenceException” thrown when moving control points on a tree branch in Scene view
- [Linux] Player window unexpectedly resizes to monitor dimensions when calling "Screen.SetResolution" function with hardcoded resolution matching current display's width or height
Add comment