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Unity finds leaks from BurstTriangulator on domain reload when using RefineMesh #103
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I've narrowed down the offending code to a single line: BurstTriangulator/Runtime/Triangulator.cs Line 1620 in bdad406
This may be a leak with NativeQueue itself, as was seen in the past. Maybe someone can reason through this better than I can! I tried adjusting the use of the NativeQueue to get rid of the leak to no avail. edit: Even if the RefineMeshJob::Execute method is lobotomized down to this: public void Execute()
{
using var _trianglesQueue = new NativeQueue<int>(Allocator.Temp);
} The leak still happens. So this seems to either be a benign leak due to running Burst jobs in the editor and then domain reloading, or a problem with NativeQueue itself. Interestingly running the job multiple times does not increase the leak count. |
Hi @sinoth, Best, |
When RefineMesh = true, upon a domain reload Unity reports a leak. I'm new to Burst so I'm not sure how dire this is, but it only happens when RefineMesh = true and it seems to be a problem internal to the library.
Here is the call stack:
Reproducible with this code:
After running the above function, trigger a domain reload by either changing some code or manually triggering like this:
The text was updated successfully, but these errors were encountered: