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Question by Khena_B · Dec 20, 2016 at 01:34 AM · particlesmemorymemory-leakemittermemory usage

Sub-emitter memory leak?

I've been experiencing some really high memory usage and managed to narrow it down to the sub emitters on all my particles, when i turn the sub-emitters off the memory is low and steady, with the sub-emitters it just keeps going up in the thousands and sometime crashes my game or the editor.

Here's a gif of an empty scene with a basic particle that has a few sub emitters, the gif has been sped up a bit, the memory reaches the thousands quickly then the game crashes.

Is this a known issue, am i doing something wrong?

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avatar image Khena_B · Dec 20, 2016 at 01:36 AM 0
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I'm using Unity 5.5.0f3

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Answer by Khena_B · Dec 20, 2016 at 12:39 PM

They contacted me and confirmed that it's a bug, so i'll just ignore the issue until it's fixed.

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Answer by ifurkend · Dec 20, 2016 at 07:46 AM

Without knowing your settings it is hard to analyze it. You should file a bug report with your project and build attached for their technicians to inspect.

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avatar image Khena_B · Dec 20, 2016 at 09:53 AM 0
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There is no specific settings, a new project with a new particle system with sub emitters ticked will do, more sub emitters will make the memory go up faster

I did file a bug report but meanwhile here's a small zipped project, feel free try it, build and run it, watch the memory in your task manager.

If i take all of the sub emitters in the scene and ins$$anonymous$$d make them regular emitters by unticking sub emitters on the main particle systems, the memory stays around 50mb, it just seems to be related to sub emitters.

avatar image ifurkend Khena_B · Dec 20, 2016 at 12:37 PM 0
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I can confirm that. What's more is that even if you destroy all particle prefabs, the leaked memory won't restore.

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Answer by WookieWookie · Oct 18, 2019 at 04:28 PM

Has this been fixed? Pretty sure I'm seeing it now in 2019.

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