Search Unity

  1. We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. Read our full announcement for more information and let us know if you have any questions.

"Internal: JobTempAlloc has allocations that are more than 4 frames old" warning

Discussion in '2018.3 Beta' started by Chaz32621, Oct 1, 2018.

  1. Chaz32621

    Chaz32621

    Joined:
    Apr 17, 2015
    Posts:
    199
    Seeing this in latest Beta build 2018.3.b3.

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
    To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations


    Seems to have popped up when I added Emerald AI to the mix.
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,143
    Did this project use to work in earlier versions? Could you please submit a bug report with a minimal reproduction project and reply in here with the issue ID?
     
  3. TebogoWesi

    TebogoWesi

    Joined:
    Aug 12, 2014
    Posts:
    159
    Am getting this error too with the latest stable build. Now I regret upgrading my project to Unity 2018.2.16. It comes out of nowhere
     
    FlightOfOne likes this.
  4. mahdi_jeddi

    mahdi_jeddi

    Joined:
    Jul 18, 2016
    Posts:
    248
    @LeonhardP would it be ok if I sent the whole project as bug report? I think the problem we have is because of the size of the project and assets. I'm getting these messages too and it's crashing the builds, but from searching the forums it seems to be a rare bug.

    For now this is the stack trace:

    0x00007FF9A31015E1 (UnityPlayer) ThreadedBlockAllocatingBuffer::HandleOutOfBufferToReadFrom
    0x00007FF9A310B267 (UnityPlayer) ThreadedStreamBuffer::HandleOutOfBufferToReadFromMaybeWithProfiler
    0x00007FF9A2A719C2 (UnityPlayer) GfxDeviceWorker::RunCommand
    0x00007FF9A2A79E4B (UnityPlayer) GfxDeviceWorker::RunCommand
    0x00007FF9A2A7B72B (UnityPlayer) GfxDeviceWorker::RunExt
    0x00007FF9A2A7B824 (UnityPlayer) GfxDeviceWorker::RunGfxDeviceWorker
    0x00007FF9A310870F (UnityPlayer) Thread::RunThreadWrapper
    0x00007FFA07833034 (KERNEL32) BaseThreadInitThunk
    0x00007FFA08001471 (ntdll) RtlUserThreadStart
     
  5. FlightOfOne

    FlightOfOne

    Joined:
    Aug 1, 2014
    Posts:
    668
    I recently updated to 2018.2.17f1. I just got this message too, but only saw it once. I will post more info if I can reproduce this.
     
  6. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,650
    If the issue can't be reproduced otherwise, I'm pretty sure it's fine.

    If the project is several GB's big, I recommend to submit the bug-report with all the information and reproduce steps, but without the attached project first.

    Ask Unity QA via the bug-report to provide you with an Unity owncloud link, where you can upload your project to. Unity's Bug Reporter tool often has issues if the project exceeds a few GB's, thus using owncloud as workaround. Make sure to tell Unity QA how many GB you need to upload the project.

    After you uploaded the project to Unity's owncloud location, update your first bug-report by adding a note that the project is now available.
     
    LeonhardP likes this.
  7. mahdi_jeddi

    mahdi_jeddi

    Joined:
    Jul 18, 2016
    Posts:
    248
    Well I already sent them the project, which took almost the whole day to upload :p. I just referenced the Case ID for the other bugs that I reported so I wouldn't have to re-upload it again. I guess the best solution for us would've been to upload it somewhere like GoogleDrive and give them the link instead. Uploading to Unity serves is really slow.