Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

JobTempAlloc has allocations that are more than 4 frames old

Discussion in 'iOS and tvOS' started by dcecar, Jun 11, 2019.

  1. 8bitgoose

    8bitgoose

    Joined:
    Dec 28, 2014
    Posts:
    449
    Well it seems you've found one of Unity's leaks. Somewhere in LoadLevelSystem.cs there is an allocation that should be marked as Persistent instead of TempJob.
     
  2. EnriqueCaballero1

    EnriqueCaballero1

    Joined:
    Sep 20, 2017
    Posts:
    5
    Application. targetFrameRate = 120. As posted earlier in the forum fixed the problem for me.

    I was in a scene that only had a UI with it, so I was getting like 1400 fps. That apparently was causing issues. Limiting the fps solved it
     
  3. UDN_5c806b49-d8a0-4f67-a296-c12c91aa7396

    UDN_5c806b49-d8a0-4f67-a296-c12c91aa7396

    Joined:
    Jan 9, 2017
    Posts:
    151
    Having the same issue... I'm on 2019.4.4f1 and I don't use any jobs system. I really don't know what is causing it... It is my codes or something internal because the log isn't telling me the cause.
     
  4. EnriqueCaballero1

    EnriqueCaballero1

    Joined:
    Sep 20, 2017
    Posts:
    5
    This answer worked for me. Thank you.
     
  5. VinayUbi

    VinayUbi

    Joined:
    Feb 2, 2021
    Posts:
    1
    I got this warning when I used [UpdateInGroup(typeof(ServerSimulationSystemGroup)] attribute while working with EntityCommandBuffers.
    Removed the attribute but still got the warning, even in an empty scene.
    Created a new project all together, sample scene worked but once I re-downloaded and imported ECS packages, I got the warning.

    Then I came across Application.targetFrameRate=120; It fixed it but It feels more of an hack not a fix.

    My version is: 2020.2.2f1
     
    adammpolak likes this.
  6. TorbenDK

    TorbenDK

    Joined:
    Jun 28, 2016
    Posts:
    24
    I faced the same, and it turned out I had ~200 objects doing OnDrawGizmos using transform and a bunch of lines. This caused the editor to slowly build up garbage and enter crawl-mode. Unity 2018.4.23f1 (because enlighten rules and zuckerbergs VR sucks!).

    Replying here because this was the first hit