Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2018.4.X, 2019.3.X, 2020.1.X
Votes
1
Found in
2018.3.0a1
2018.4
2019.3.0f1
2020.1
Issue ID
1211643
Regression
Yes
Enum.HasFlag allocates memory when called
How to reproduce:
1. Open attached project
2. Open the Profiler window
4. Enter Playmode
3. In the Profiler window select the CPU Usage section and enable Hierarchy view
5. Expand (PlayerLoop > Update.ScriptRunBehaviourUpdate > BehaviourUpdate)
Expected result: The EnumTest scripts Update function doesn't allocate any memory
Actual result: The EnumTest scripts Update function allocates memory
Reproducible with: 2018.3.0a1, 2018.4.17f1, 2019.2.20f1, 2019.3.0f6, 2020.1.0a22
Not Reproducible with: 2017.4.36f1, 2018.2.21f1
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0a5
Resolution Note (fix version 2020.1):
Fixed in 2020.1.0b6
Resolution Note (fix version 2019.3):
Fixed in 2019.3.10f1
Resolution Note (fix version 2018.4):
Fixed in 2018.4.24f1