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Beta 20: memory allocation

Discussion in 'UGUI & TextMesh Pro' started by Crazydadz, Oct 18, 2014.

  1. Crazydadz

    Crazydadz

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    Hi guys, I just want to know if it is normal that the eventsystem still allocate GC (about 280-300 with the standalone module and a little less with the touch module). Should I report a bug or can we reopen a fixed bug?

    Plus, moving text while the canvas is in pixel perfect allocated GC, but doesn't allocated GC if the canvas isn't set to pixel perfect. Is it by design?

    Thanks a lot! Really like the new gui! Good job!
    David
     
  2. Arowx

    Arowx

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  3. Crazydadz

    Crazydadz

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    Yeah, that is why I asked if we can reopen a fixed bug.
     
  4. superpig

    superpig

    Drink more water! Unity Technologies

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    It's possible that it's been fixed but didn't make it in for Beta 20. Maybe wait for beta 21 and file a new bug if it's still broken there.
     
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  5. Crazydadz

    Crazydadz

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    Thank you, I'll wait :) but should I file a bug for the "moving text" allocating GC only when Canvas is in pixel perfect or it is by design?
     
  6. superpig

    superpig

    Drink more water! Unity Technologies

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    Go ahead and file a bug for that one - sounds sufficiently different from the previous issue that they might not have investigated it.
     
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  7. iivo_k

    iivo_k

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    That specific bug was fixed in b19 but I can confirm there's a new bug in b20. With nothing but a panel added to a project and nothing going on, the eventsystem allocates 392 bytes per frame. Specifically it happens inside StandaloneInputModule.ProcessMouseEvent, there's some Dictionary operations causing the allocations.

    I just sent a bug report of this, 641038.
     
    Last edited: Oct 19, 2014
  8. Crazydadz

    Crazydadz

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    It is also happening inside the touch input module but with less allocation if you can specify that in your bug report please :)