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Likely that the asset is pulled into and loaded out of separate asset bundles.
Ah, your first screenshots were from version 1.0 so I thought I'd mention 1.1. The difference between resident vs allocated is that you can...
To an extend. I still need to fix up the References panel to be able to deal with the sheer amount of references that is kinda typical for UI TK...
If it is the Reserved amount underneath the Native main table item in All If Memory, yes, but this one is the one in the Managed branch of the...
Thanks for filing a bug report. I suspect UI TK binds everything that is serialized rather than checking the HideInInspector attribute.
Which ones and which specific version?
Thanks for letting me know, I'll see if I can do something about that.
Freezes are not crashes and this is an issue that is unrelated to this thread. Also looking at the internal side of that ticket, it looks like...
That shouldn't be the case? Are you looking at the Managed Objects part of the tree in the All Off Memory Table? If so, could you please file a...
Ah, well that might lead to an ask to file a bug report.
Hello, There is no known issue about the Memory Profiler not working with Unity 6 and I can't reproduce the issue locally using the URP Sample...
There were things fixed on 2021.3.17f1 and more fixes on 2022.3 but apparently that wasn't all of it. So thank you for the bug report. It'll find...
Have you been able to take memory snapshots to see what's up?
That category is effectively a bug in how that native memory is assigned to a root in native Unity code. That doesn't mean it's necessarily a bug...
Have you tried updating the com.unity.services.core package or pulling that from the Library Cache folder into the Packages folder to be able to...
It's thankfully relatively explicit and unlikely to happen by accident but: void Start() { var handle = GCHandle.Alloc(transform); //...
Btw, if you take a (strong) GCHandle out on a C# object and lose it, you can totally still leak that managed object for good.
I've been summoned but the party seems almost dead already? So let's throw some extra points info into the mix: That can only happen if the...
Or until the next destructive Scene Load or Resources.UnloadUnusedAssets ;) Maybe this page is a good read for this topic as well.
That's a different profiler-sample-stack, hence definitely a different bug. Can you please report it via the Editor menu Help > Report A Bug?