I have a problem with unity filling up C: because it makes a horrendously large log file…
What I have done temporarily to fix the problem is make a read only file in its place that is empty.
I’ll let you guys know if this problem goes away…
I have a problem with unity filling up C: because it makes a horrendously large log file…
What I have done temporarily to fix the problem is make a read only file in its place that is empty.
I’ll let you guys know if this problem goes away…
This happen to me today as well, I have a few more details on the event.
I was editing a material in the inspector, switching source from “Metalic Alpha” to “Albedo Alpha”. Unity froze for about 1 minute, before it became responsive again. I carried on working, not thinking much of it. A 1-2 minutes later I get warnings that I’m low on harddrive space, and looking at my space I saw it dropping, and continuing to drop rapidly. So I quit Unity (not force quit as it was responsive).
Using DiskFanSpace4 i discover the file C:\Users\_username_\AppData\Local\Unity\Editor\Editor.log
at 79 GB! I tailed the end of the file to see what the log was containing:
The top line there was repeated endlessly, nothing else except at the end (as far as I could decipher from a 79 GB log file…).
selector_thread_wakeup_drain_pipes: recv () failed, error (10054)
selector_thread_wakeup_drain_pipes: recv () failed, error (10054)
selector_thread_wakeup_drain_pipes: recv () failed, error (10054)
Checking for leaked weakptr:
Found no leaked weakptrs.
##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1557172381375,"processId":19036,"allocatedMemory":1029824186,"memoryLabels":[{"Default":-478332},{"NewDelete":21057264},{"Thread":-17},{"Manager":1280},{"VertexData":3312},{"Texture":162448},{"Material":16912},{"TextureCache":-45240},{"GfxDevice":14936},{"GfxThread":24},{"Audio":16688},{"Physics":13969},{"Serialization":1288},{"Terrain":112},{"String":672849},{"DynamicArray":51754},{"HashMap":15534},{"UTF16String":130},{"Curl":568},{"PoolAlloc":6128},{"ScriptManager":255552},{"Sprites":8},{"GI":26568},{"VR":3100},{"SceneManager":6232},{"SceneLoad":-6232},{"Secure":8},{"Image":69632},{"EditorGui":320},{"EditorUtility":1212},{"Undo":-5848},{"AssetImporter":1920},{"RestService":248},{"ProgressiveLightmapper":1007534132},{"UnityConnect":20720},{"WebViewCallback":329744},{"Collab":696},{"Upm":74567}]}
Maybe related: (?)
I wonder if this was related to the fact that I turned NordVPN on while Unity was running, then when Unity needed to contact the ShaderCompiler it was unable to (the 1 min hang I had when I switched a material setting). Because if I launch Unity while NordVPN is turned on, it just hangs and the Editor.log says this repeatedly:
Failed to get socket connection from UnityShaderCompiler.exe shader compiler! C:/Program Files/Unity/Hub/Editor/2019.1.1f1/Editor/Data/Tools/UnityShaderCompiler.exe
(Filename: C:\buildslave\unity\build\Tools/UnityShaderCompiler/ShaderCompilerClient.cpp Line: 293)
Hope this information helps in uncovering the issue.
I usually get low disk space when working with terrain.
I wish the cache would be smaller and that one could place terrain memory on the drive where project is, not on drive C.
I’d take a look at what message is flooding the log and address whatever that issue is, instead of preventing logging.
good luck with that. Its size is so big you literally can’t open it with any text viewing editor.
It doesn’t depend on just terrain. I’ve got no terrain objects in my project, yet it grows like hell. One android build and it goes from 0 to almost 5 Gb.
You’re being ridiculous. Just tail the file.
Alternatively, just delete it and open it before it grows too large. It is almost certainly getting filled with a repeating message which will be obvious as soon as viewing it.
Okay, I think I’ve found the reason for the Editor.log to grow so big. It does that if you don’t have a connection to cloud services. As soon as I hooked up Unity through Tor proxy (which was an excruciating pain in my… head) the build logs just about 250 kb.
Exactly the same for me. Empty project yet I end up with 23GB of garbage???
Please submit a bug-report as described in this document:
It’s important that you report these issues together with a reproduction project if you want them to get fixed. If you don’t do it, it might be a long time until someone else reports them or until Unity Technologies find them.
After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up.
I did all that already. Cheers for the info.
Update:
I got a reply back from the support team regarding the bug submission. It might be something wrong with VS 2017
"
It is expected for error.log to be this big after long work sessions. It is save to remove it after work, as the file contains only logs of console errors, needed for debugging.
Additionally, I have noticed that your Editor have crashed twice. From Crash stack trace I have noticed that crash occurred on Mono backend. Could you elaborate on how did it happen? Anything specific you did?
As a workaround I can recommend you to switch to IL2CPP altogether with API compatibility to .Net 4.x and scripting backend also .Net 4.x."
I can confirm that my log file has the same error repeated over and over:
selector_thread_wakeup_drain_pipes: recv () failed, error (10054)
I’m sure it’s expected for the log to get big, but for it grow to the entire size of the disk and have the same error repeated is almost certainly not expected behavior.
I can get this with an empty project and leaving Unity running.
There are at least two other threads with this issue and multiple users having problems with it. Would be lovely to get some more eyes on this from the Unity side of the house.
The forum is not really the place for them to search for bugs. If this issue is important to you, then you should submit a bug-report as described in this document:
It’s important that you report these issues together with a reproduction project if you want them to get fixed. If you don’t do it, it might be a long time until someone else reports them or until Unity Technologies find them.
After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up
230GB for me !
Unity 2019.1.6f1
I can confirm now ! Same for me with Nord VPN !
Confirmed, the problem occurs when NordVPN is ON!
Did anybody post this in issue tracker?
selector_thread_wakeup_drain_pipes: recv () failed, error (10054)
I bought a new SSD about a week ago and was wondering how it was already filling up so fast. Turns out Unity had
generated a 200+gb log file with the same error others are reporting.
I notice in my task manager that as soon as I connect to NordVPN, Unity immediately starts writing to the disk at around 8MB/s.
Even if I disconnect from NordVPN it seems to continue writing at this same speed.
In the ~10 minutes I was testing this it’d already generated 2GB of logs with the same error repeated. It’s definitely 100% reproducible. I submitted the bug report through the editor.
I don’t use any VPN and also happens to me, but seems random. It just decides to start filling the log file with that error. Maybe internet stops working for a moment, but I doubt it.