Search Issue Tracker
By Design
Votes
0
Found in
2018.1.0b12
Issue ID
1017582
Regression
No
Profiler.GetAllocatedMemoryForGraphicsDriver() always returns 0 in non-dev builds
Steps to reproduce:
1. Open "GetAllocatedMemoryForGraphicsDriver" project
2. Build for Windows standalone and run (development mode off)
-Profiler.GetAllocatedMemoryForGraphicsDriver() will return 0 (first line of output in the game view)
Expected result: for consistency, GetAllocatedMemoryForGraphicsDriver method should return valid value just like other Profiler methods do
Actual result: GetAllocatedMemoryForGraphicsDriver method always returns 0 in non-dev builds
Reproduced on: 2018.1.8f1, 2018.2.0f2, 2018.3.0a4
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