[Fixed in b5] Memory leak in renderer.SetPropertyBlock();

just wondering if anyone else is having this

Bug report #?

When in doubt, please submit and we’ll investigate.

98% certain someone else already has

Actually, don’t be so sure.

And even if they have, if the dev willing to take a look right now is unable to find it, it might take a while to get solved.

Thanks for the tip,
Don’t know if its just because i’m in nz, but your link to windows phone version of lost echo gives “We are sorry, the page you requested cannot be found.”

i can replicate this in a default new scene so should be solved in b2, if not i’ll report :slight_smile:

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Ugh, thanks for letting me know :slight_smile: I just fixed it.

well been commenting and uncommenting code for hours,

its just so weird but its like my custom structs are causing the memory leak somehow,
so confusing

Maybe try using We've started work on a new memory profiler - Unity Engine - Unity Discussions to identify the cause?

thank you for letting me know, i just don’t know how to connect it to the universal 10 player, do i need to get a4 specifically because i don’t see the option for MemoryProfilerWindow?
or is it exclusively in the ios support package, downloading now

–
i know the different places with lines of code that cause it, but i’m having trouble recreating it for a bug report.
in one place, commenting out lines that simply access some multi-layered structs on a MonoBehaviour and replacing each with 1f stops one of the leaks
which is beyond confusing to me

–
for anyone wondering this was because the data that eventually got to the property block was the same each FixedUpdate(), and when it was the same it didn’t trigger the leak

well think this is it. issue with mesh_renderer.SetPropertyBlock(MaterialPropertyBlock);

Case 736699

any news? being worked on for b4?
should i make a new bug report for b3?
happens on both mac and windows

just knowing my report isn’t considered user error would be appreciated :slight_smile: please and thank you and please :slight_smile:

The bug is still being passed through QA for validation.

Thank you very much for the update :slight_smile:

its my own fault i should have described more of the situation
i know i submitted in 5.3.0b2, but probably should of mentioned it didn’t happen before i committed upgrading the project into the beta.

In case anyone’s got the same issue.

just got the “sent it for resolution with our developers” email YAY :slight_smile: