Memory leak and Allocation
So I've loaded up my project, ready to make some progress today and the console keeps spamming this :
"Allocation of 78 bytes at 0635d900" "Allocation of 78 bytes at 0635d120"
and lots more of the same. At the bottom of this stack i get:
"Assertion failed: TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations"
I have not made any significant changes to my project at all, so it seems to me this problem came out of no where. Also worth nothing, in the Profiler something called 'PostLateUpdate.MemoryFrameMaintenance' is at 48.3%. If I expand it, it shows 'LogStringToConsole' at 47.4% and if I expand that, 'Application.CallLogCallback()' at 30.4% and that is it, nothing else there.
I lose maybe 50 FPS at the start of playback and little by little the ram usage of the Unity Editor goes up by 1mb every 2 seconds, tested for 15 minutes and it does not stop or crash. As time goes on the FPS drops, ranging between 1 and 4 at the lowest.
not being from a programming background I am lost as to what this could be. Is anyone else experiencing this issue?
I've opened and ran my project in Unity versions :
2017.1.0f3
2017.1.1
5.6
5.5
But the problem persists. I've also tried Reimporting all my assets and creating a new scene and deleting scripts and other data 1 by 1 then reimporting.
And as a last note, I do not use late update in my project and update is used sparingly. I have 1 script with 16 functions which are all called from UI Event Triggers.
Answer by deplorablemountaineer · Jan 31 at 01:39 AM
Problem still happens with Unity 2021.2.9f1; seems to happen when you have a terrain in the scene with several layers. I have sent a bug report, but am used to my bug reports being summarily closed with "can't reproduce" or something to the effect it's a feature rather than a bug or whatever and wasting effort to send the report to have it closed with no action is a bit tiring.
Answer by WarpZone · May 06, 2018 at 02:15 PM
Still happening in May of 2018 with Unity 2017.4.1f1. Apparently they have no intention of actually fixing this bug and will Resolve tickets about it without fixing it.
Why would they do this? Who knows. One theory is it's a psychological scare tactic to get people to upgrade to 2018. Technically 2017 works fine, but when it's throwing thousands of warnings and errors every time you click play, it's hard to feel confident that your game's the best it could be. So if you can update, you do.
Of course, it's best practice for Unity developers not to update in the middle of making a game, since updates always break lots of things. But Unity Team needs an incentive to keep people updating. They can't sell the new "services" without it.
Scare tactics like this one (and other forms of deliberate built-in "friction") are the inevitable result of a morally bankrupt industry that uses Metrics, rather than User Satisfaction, to drive development. First this mentality infected Mobile. Then it infected Steam. Then it infected AAA console games, and now it's spread to the very tools themselves.
All thanks to Unity Team's hiring of John Riccitiello, former head honcho of the Once and Future Worst Company in America, Electronic Arts.
If I had enough reputation to down vote this would have, as this is absolute nonsense.
Why would Unity allow users to download different versions if this was the case, in fact you can download any version of Unity all the way down to 3.x.
Answer by Cuttlas-U · Sep 25, 2017 at 09:15 AM
hi; that 'LogStringToConsole' is for Using "Debug.Log" Or "Print" in your scripts; do u have any of these in your scripts ?
if so then try to delete or commend them ; it will cause problems in export too ;
I've actually removed all debug instances from all of my scripts and the issue is still there sadly! I wonder if it's unity internal, I haven't tried reinstalling again.
Answer by DarkSealer · Oct 06, 2017 at 09:02 AM
I have something similar and I think is some bug. There was a ticket with some error like this 4 months ago and that ticket was tagged as Resolved, but it seems there are more things to be done.
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