Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.3.0b2
Issue ID
737422
Regression
Yes
Memory is continuously allocated when running a build with 'V Sync Count' set to 'Don't Sync'
Steps to reproduce:
1. Open the attached project
2. Build and run the only scene in the project
3. When running, open 'Task Manager' (attaching profiler also works)
4. Notice the memory usage of the build is continuously increasing at about 10-15 mb/minute (left open for ~20min, keeps increasing)
Note: Change 'V Sync Count' to 'Every V Blank' or 'Every Second V Blank' in Quality Settings to see the leak disappear.
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
Add comment