Hello! I was fixing some memory leaks in my project on IOS device and I found that there are many leaks about animator component. (I was using Instruments in Xcode) These leaks occur in many places in the project. They appear most of all when some gameobject with animator component (or animator component on child gameobjects) is setting active. This is the screen from Instruments (stack trace of one of founded leaks): So my question is: 1) Is Unity allocates memory for animator every time gameobject is set active? 2) Can I fix this someway? Sorry for my English Thanks
What Unity version do you use? I remember to have seen many "Fixed memory leak" release notes in more recent Unity versions.
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4 years have passed, I am using Unity 2019.4.22f1, I used Xcode Instrument to check the memory leak, saw the same Animator leak. Edit: I saw this issue tracker, apparently it's by design, the memory leak shown in the Instrument is a false positive. https://issuetracker.unity3d.com/is...ted-to-animations-when-calling-constructarray