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Fixed
Votes
8
Found in
5.5.1p3
Issue ID
879675
Regression
Yes
High CPU usage after playing scene when UnityWebRequest.Send() and isDone() were used in loop
To reproduce:
1. Open repro project
2. Open task manager
3. Play 'Test' scene
4. Click 'Next'
5. When message 'Done!' will appear in console, stop the scene
Expected: CPU usage will be the same as before playing the scene
Actual: CPU usage is much higher
Reproduced on: 5.5.0p1, p3, 5.5.1p1, p3
Not reproduced on: 5.4.4p1, 5.5.0f3, 5.6.0b7
Comments (4)
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ganaware
Mar 07, 2017 04:05
On 5.5.2p1, this issue seems to be fixed.
But I can reproduce it on 5.4.4p4 yet.
MechEthan
Mar 06, 2017 22:06
5.5.2p1 seems to resolve MY instances of this bug with the Editor on macOS, but I can't speak for the other users / cases.
plindberg
Feb 22, 2017 08:30
Why is this marked as fixed when there is no patch out for it, other than the 5.6 beta? Please push the fix with a patch release if you're sitting on it.
MechEthan
Feb 13, 2017 23:22
Thank you for taking the time to get a clean repro and file this issue!
(It's been turning our machines into room heaters, but I haven't had time to produce a small repro project for reporting.)