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Question Trying to understand a few data in memory profiler. Possible fragmentation issue?

Discussion in 'Profiler Previews' started by andre_unity573, Aug 11, 2020.

  1. andre_unity573

    andre_unity573

    Joined:
    Oct 17, 2018
    Posts:
    34
    Hey, we would like some help understanding some data, as we believe we are currently having a possible leak that leads to a fragmentation issue in our project and we are trying to understand this a bit more with the memory profiler.

    Our issues appears to have drastically increased after the usage of addressables in our system, but we already got some memory crash issues before them either way.

    Some quick doubts before going further in our specific situation:

    What would be:
    - ALLOC_TEMP_JOB_ASYNC
    - ALLOC_TEMP_JOB_4_FRAMES
    - ALLOC_DEFAULT_MAIN: Memory pool
    - ALLOC_CACHE_OBJECTS_MAIN: Memory pool

    Those seems to be increasing over scene load/unloads and does not seem to be deallocated never currently :\ Not sure if there is something we should be doing to clear that or if this is being retained in memory due to a leaking reference.

    Also, in general, I can send a lot of snapshots from our memory, we are using empty scenes between scenes for testing and unloading everything what will not be used in general and that should not stay cached in memory. But there seems to always be some diff in the memory map, not sure if this is normal or if it leads to a larger fragmentation issue.

    This is several prints of the same diff between our first snapshot and one after several scenes:

    Let me know if you want more data via dm also :)

    Not sure if @MartinTilo can help.
     

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