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[AssetBundles][AUP][Textures] JobTempAlloc has allocations that are more than 4 frames old

Discussion in 'Asset Bundles' started by poprev-3d, Nov 9, 2019.

  1. poprev-3d

    poprev-3d

    Joined:
    Apr 12, 2019
    Posts:
    29
    Hi everyone,

    Using Unity 2019.2, I encounter a problem loading (at runtime) an AssetBundle containing a 3D model with a texture with crunch compression (50%).

    Every time I load this 3D model at runtime from the asset bundle, I get this message :

    JobTempAlloc has allocations that are more than 4 frames old..

    To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations

    Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 6)


    How to reproduce :
    -> Create an asset bundle with a 3D model (a simple cube is enough) having a very large texture (+10mb uncompressed, 8K texture, like the one I attached) and use crunch compression at 50%. For the bundle, juste use uncompressed or LZMA settings.
    -> Load the model and place it in the scene with LoadAssetAsync with the following code

    Code (CSharp):
    1. public class TestAssetLoad : MonoBehaviour
    2. {
    3.     public string path = "/path/cube";
    4.  
    5.     void Update()
    6.     {
    7.         if (Input.GetKeyDown(KeyCode.K))
    8.             StartCoroutine(LoadAsset());
    9.     }
    10.  
    11.     public IEnumerator LoadAsset()
    12.     {
    13.         AssetBundleCreateRequest bundleLoadRequest = AssetBundle.LoadFromFileAsync(path);
    14.         yield return bundleLoadRequest;
    15.  
    16.         AssetBundle Bundle = bundleLoadRequest.assetBundle;
    17.  
    18.         if (Bundle == null)
    19.         {
    20.             Debug.Log("Failed to load AssetBundle!");
    21.             yield break;
    22.         }
    23.  
    24.         AssetBundleRequest assetLoadRequest = Bundle.LoadAssetAsync<GameObject>("cube");
    25.         yield return assetLoadRequest;
    26.  
    27.         GameObject prefab = assetLoadRequest.asset as GameObject;
    28.         Instantiate(prefab);
    29.     }
    30. }
    You should see the message. I think this warning is due to the processing of the texture which is done with AUP (Async Upload Pipeline) on jobs that last more than 4 frames (due to the size of the texture), because it would not show up if crunch compression is not activated.

    Any idea ? Is it a bug to be fixed for large textures ?

     
    Last edited: Nov 9, 2019
  2. poprev-3d

    poprev-3d

    Joined:
    Apr 12, 2019
    Posts:
    29
    Up :) the issue also occurs in 2019.3
     
  3. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    914
    Sounds like the UAP per frame time slice is not enough to load that texture in less that 4 frames. Did you try increasing the time slice value? Also, are you setting the async upload buffer size to accommodate such large texture beforehand?
     
  4. poprev-3d

    poprev-3d

    Joined:
    Apr 12, 2019
    Posts:
    29

    I set up the async values at their maximum but I'm still getting the issue... :( Any more ideas ? :)
     
  5. masak

    masak

    Joined:
    Aug 14, 2011
    Posts:
    35
    I encountered similar issue.
    unity2019.3.10f1 HDRP Addressable1.8.3
    I loaded an assetbundle that contains huge scene with lots of textures.
    In most case, a build freezed!!!

    I seted async upload buffer size 4 (mb)
    Async upload time slice 33(ms)
    These settings solved this problem.
    But I think that this is a bug.
     
    ryanmillerca likes this.
  6. hmtyzr

    hmtyzr

    Joined:
    Dec 22, 2016
    Posts:
    6
    Thanks @masak. I had the same problem on a very similar setup to yours which includes Addressables package, too. I could finally solve the problem after playing with those settings.

    For those having a similar problem, you can read more on the following links.

    https://blogs.unity3d.com/2018/10/0...ance-understanding-the-async-upload-pipeline/

    https://docs.unity3d.com/ScriptReference/QualitySettings.html
     

    Attached Files:

  7. funselektor

    funselektor

    Joined:
    Oct 11, 2013
    Posts:
    102
    I found that if you limit the framerate cap to something low in the loading screens then this error goes away
    Application.targetFrameRate = 30;
     
    hmtyzr likes this.
  8. masak

    masak

    Joined:
    Aug 14, 2011
    Posts:
    35
    Unity2019.4.0f1 solved the freeze bug. (( Editor shows lots of warning as usual
     
  9. masak

    masak

    Joined:
    Aug 14, 2011
    Posts:
    35
  10. ArshakKroyan

    ArshakKroyan

    Joined:
    Mar 4, 2015
    Posts:
    24
    Hi @masak
    Could you please explain what do you mean saying "freeze bug"?

    We came accross some loading issue. For some devices the loading progress doesn't go more than 95% and stays there forever.
    Is your case the same?
     
  11. masak

    masak

    Joined:
    Aug 14, 2011
    Posts:
    35
    Freeze bug means that app window does not react, and if i click it, windows says that this application is not responding...
    If you click your app after 95% and windows says nothing, I think different case.
     
    ArshakKroyan likes this.
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