Gfx Allocation errors

Hello,

We’ve recently started upgrading projects from unity 2020.3.14f1 to 2022.3.7f1.
Most of it went fine, but we’ve started getting a set of errors in these projects.
On starting play mode we get the following error 8 times:

External Gfx Allocation has already been registered. Use MoveExternalGfxAllocation to transfer ownership. Callstack of the first registration: Set ENABLE_DEBUG_GFXALLOCATION_CALLSTACK_INFO to 1 to obtain debug callstack information

On closing play mode we get the following error 4 times:

External Gfx Allocation is bigger than resource id total tracked size. Callstack fo the first registration: Set ENABLE_DEBUG_GFXALLOCATION_CALLSTACK_INFO to 1 to obtain debug callstack information

I’ve tried looking for this setting or any reference to it at all and I can’t find it. There’s not trace of where this comes from and I’ve not been able to find anyone else with this problem, but it happens in all our upgraded projects.

If anyone could help me in starting the debug process, I’d be very grateful.

This is hard to say but if this is not relatable to anything but happens consistently, the first thing I’d make sure is to delete the Library folder before making such a big jump in editor versions. You can still do it now if you haven’t. Also try making and running builds on different machines.

This flag goes into scripting define symbols in the player settings:
ENABLE_DEBUG_GFXALLOCATION_CALLSTACK_INFO

Perhaps that provides more pointers.

If the issue sticks and unless you want to experiment stripping down the project to narrow down possible causes, I’d try and hunt down the editor version where this issue first appears and check the changelogs (particularly for “known issues”). With a bit of luck the latest patch level may have a fix, but unlikely seeing that’s only patch 9 and you’re on 7.

We’re at 6000.0.25 and we’re getting this constantly and Unity crashes every other time we enter play mode

Try updating to 6000.0.53f1. And be sure to delete the /Library folder if you haven’t tried that already.