Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2017.4.4f1
2018.4.0f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1115401
Regression
No
When receiving JSON via UnityWebRequest, memory is severely inflated even if small file (about 1MB) is used
To reproduce:
0) Download "downloader.cs"
1) Create a new project and import the script in
2) Edit the script so that the coroutine would be launched on Start()
3) Attach the script to any object in the scene
4) Open the profiler and mark it on Memory section
5) Play it
Expected: Minimal jump in memory after downloading
Actual: The memory differs in roughly 400-600 MB (depends on version)
Reproduced in 2017.4.0f1, 2017.4.29f1, 2018.4.2f1, 2019.3.0a6
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note (2018.3.X):
DownloadHandlerBuffer allocates memory by design, this is a documented behavior.