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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)"

Comments (2)

  1. 39addcfe61156056d5758d1150aa1e29?d=mm

    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

  2. Ec2b8625690d8fdbdb344c894e6fe8e1?d=mm

    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

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