Search Issue Tracker
Fixed in 2021.1.X
Votes
0
Found in
2021.1.0a1
2021.1.0a5
Issue ID
1293317
Regression
Yes
Memory leak when continuously triggering repaint on a custom Editor window which redraws meshes on every repaint
Reproduction steps:
1. Open the attached project ("1293317.zip") or import the attached "StressMesh.cs" script to any project
2. In the Menu bar select "Fun Times" -> "Let's GO!"
3. Trigger window repaint by focusing the "StressMeshWindow", click on another window to unfocus
4. Repeat step 3 while observing memory consumption
Expected result: Memory consumption stays the same
Actual result: Memory consumption increases with every repaint
Reproducible with: 2021.1.0a1, 2021.1.0a7
Not reproducible with: 2019.4.15f1, 2020.1.15f1, 2020.2.0b13
Couldn't test with: 2018.4.29f1 due to UIElements errors
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 2021.1):
Fixed in 2021.1.0a9