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Fixed in 1.2.2

Votes

6

Found in [Package]

1.2.2

Issue ID

1344762

Regression

No

[XR][OpenXR] Editor leaks memory when HMD is in idle state and then crashes on LogToConsoleImplementation when exiting Play mode

Package: OpenXR Plugin

-

Reproduction steps:
1. Open the user's attached "OpenXR Unity UI Memory Leak.zip" project
2. Load the "ControllerSample" scene
3. Enter Play mode
4. Make sure HMD is in an idle state
5. Observe Memory usage in the Windows Task Manager

Expected result: memory usage does not change
Actual result: memory usages increases as more time passes (after a minute or two it should reach 3 GB)

Reproducible with: OpenXR 1.0.2, 1.2.2 (2020.3.13f1, 2021.1.13f1, 2021.2.0b1)
Could not test with 2018.4, 2019.4 (OpenXR package not available)

Notes:
- the memory usage stops increasing and, in some cases, even decreases when HMD is active
- the Editor will crash if the memory usage is above 3 GB when exiting Play mode or waking up HMD
- the following fatal error message appears when the Editor crashes: "RenderNodeQueue Page Allocator out of memory. Maximum allowed memory: 256.0 MB"
(full error message and crash logs in Edit section)
- not reproducible with Oculus XR plug-in provider

  1. Resolution Note (fix version 1.2.2):

    [OpenXR] Fix for UI Canvas memory leak issues when HMD is idle. Fixed in: 2022.1.0a3

  2. Resolution Note:

    [OpenXR]Fix for Editor memory leak when HMD is in idle state Fixed in: 2021.2.0b5

  3. Resolution Note:

    [XR]Fix UI Canvas memory leak issue when HMD in idle state. Fixed in: 2021.1.17f1

  4. Resolution Note:

    [XR][OpenXR] Fix for Editor UI memory leak when HMD is in idle state. Fixed in: 2020.3.16f1

Comments (3)

  1. yarsrvenge

    Jul 31, 2021 22:23

    It says this is fixed, but what version of 2020 contains the fix?

  2. yarsrvenge

    Jun 27, 2021 20:46

    I also ran into this memory leak today. For me, it also appears to be an issue only with the Oculus Runtime.

  3. AndreasWang

    Jun 22, 2021 11:11

    It is worth noting that this might not reproducible when using the SteamVR OpenXR runtime as it does not put the HMD in the OpenXR Idle state when inactive. The Oculus OpenXR runtime should reproduce it though

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