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Question by marcelotdarosa · May 16, 2014 at 07:52 PM · animationspriteanimatormemory leak

Is the new animation system leaking memory in iOS?

Hi,

I am making a 2D puzzle game and have some sprites animated with the new animation system (Animator and Animations). Recently I ran my game on Instruments in Xcode 5 and found some memory leaks. Every time I load a level (Xcode), Instruments raise the leak count in "Animator" objects of the previous level. More specifically memory allocated by calls of mecanim::statemachim::CreateStateMemory(...) are not properly released. I attached a screenshot of Instruments with the referred function highlighted.

I'm using Unity3D 4.3.4f1 free. Xcode 5.1.1 Running game in iOS 7.1 in a iPad 2 and iPhone 4S devices. All my scripts are in C#.

I tried using System.GC.Colect(), load level with LoadLevelAdditive(), adding animator dynamically with gameObject.addComponent and got the same result.

Is this really a memory leak? Is there something I can do to resolve this issue?

The new animation system is awesome and I hope I'm doing something wrong.

Kind regards,

Marcelo Thiesen da Rosa

PS: I posted this question in the forum and didn't receive any response so far.

[1]: /storage/temp/26592-screenshot+2014-05-12++15.22.18.png

screenshot 2014-05-12 15.22.18.png (225.1 kB)
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Answer by marcelotdarosa · May 28, 2014 at 09:36 PM

Hi,

I posted this answer some days ago and I tested with the new 4.5 version recently released and the memory leak has reduced dramaticaly if not completely. I need to do more testing to double check but I consider this resolved.

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avatar image meat5000 ♦ · May 28, 2014 at 09:38 PM 0
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If so, mark you answer and close question under (Outdated).

I do hope it is fixed.

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