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Not Reproducible
Votes
1
Found in
2019.4
2020.1
2020.1.5f1
2020.2
Issue ID
1277110
Regression
No
Wild memory leaks leading to StackAllocator::WalkAllocations crashes
Reproduction steps:
100% repro, tested using Unity 2020.1.6f1, Hub 2.4.1, MacOS:
- Create new project from Hub 2.4.x
- Choose FPS Microgame template
- Wait for project to open
- Select Explore Project from tutorial window
Reproducible with (according to CrAn as of the time I'm converting this): 2019.4.0f1, 2020.1.5f1, 2020.2.0a15
Full stacktrace:
0x00007FF6F4D0CEA0 (Unity) StackAllocator::WalkAllocations
0x00007FF6F4D1AB36 (Unity) TLSAllocator::WalkAllocations
0x00007FF6F4D1118A (Unity) TLSAllocator::FrameMaintenance
0x00007FF6F4CEF180 (Unity) MemoryManager::FrameMaintenance
0x00007FF6F545D224 (Unity) `InitPlayerLoopCallbacks'::`2'::PostLateUpdateMemoryFrameMaintenanceRegistrator::Forward
0x00007FF6F5445DD9 (Unity) ExecutePlayerLoop
0x00007FF6F5445EB0 (Unity) ExecutePlayerLoop
0x00007FF6F544B36C (Unity) PlayerLoop
0x00007FF6F66DBD2E (Unity) PlayerLoopController::UpdateScene
0x00007FF6F66DAF20 (Unity) Application::TickTimer
0x00007FF6F6EDBAE4 (Unity) MainMessageLoop
0x00007FF6F6EE4E7E (Unity) WinMain
0x00007FF6F8B60916 (Unity) __scrt_common_main_seh
0x00007FFA7EC77BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFA8008CE51 (ntdll) RtlUserThreadStart
Notes:
- Usually a one time issue
-The start of the memory leak can be noticed when the Editor starts spamming errors like these in the console (take from Editor logs):
"Allocation of 19 bytes at 0000019E700000B0
(Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)
TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 19
(Filename: C:\buildslave\unity\build\Runtime/Allocator/TLSAllocator.cpp Line: 140)
Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 19
(Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 192)
To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations
(Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 194)
Allocation of 19 bytes at 0000019E700000B0
(Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)
Allocation of 19 bytes at 0000019E700000B0
(Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)
TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 19
(Filename: C:\buildslave\unity\build\Runtime/Allocator/TLSAllocator.cpp Line: 140)
Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 19
(Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 192)
To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations
(Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 194)
Allocation of 19 bytes at 0000019E700000B0
(Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)"
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EidLoi
Dec 20, 2020 16:20
I have this too after a while as I work in the editor. No stack trace, just the 4 messages in the console repeating eternally (or until I restart the editor). Both in a new project and an upgraded one.
Unity 2020.2.0f1
felipe-shida-playkids
Nov 18, 2020 16:56
I have a similar issue, but mine happens 100% of the time when I load assets from addressable assets in "Use existing build" mode