Search Issue Tracker
Not Reproducible
Votes
23
Found in
5.2.0f2
Issue ID
724241
Regression
Yes
Large memory allocations on canvas when running on Android devices
Canvas.SendWillRenderCanvases() takes a lot of memory on Android phones.
Comments (4)
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
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
AndresFdez
Sep 30, 2015 07:05
Totally agree! Please fix this!
caletbak2
Sep 29, 2015 15:33
Happening in MacOS and iOS, also in 5.2.0. And the same with 5.2.1.
k0mbain
Sep 25, 2015 10:53
I agree, this occurs on Windows Standalone too
chrismarch
Sep 24, 2015 17:07
Is this specific to android? We're seeing regularly occuring spikes in SendWilRenderCanvases when profiling a 5.2.1f1 standalone 32bit on Windows 7
http://forum.unity3d.com/threads/performance-spike-on-canvas-sendwillrendercanvases-when-moving-a-panel.283177/