#Memory leak issue with Unity 6000.0.60f1
1 messages · Page 1 of 1 (latest)
I figured I'd start a thread, here is the log if it helps
it does seem like some odd issue that's happening but I'm only starting a new photon room with multiplayer enabled, and prior to the security patched unity version I haven't had any sort of issue memory wise
have you also talked to the Photon discord to see if it is a known issue?
Yeah, as I said, it tried allocating an astronomical amount of memory:
(Filename: Fusion/Fusion.Common/Log.T4.cs Line: 187)
Could not allocate memory: System out of memory!
Trying to allocate: 18446744056529682440B with 16 alignment. MemoryLabel: TempOverflow
Allocation happened at: Line:156 in C:\build\output\unity\unity\Runtime\Core\Containers\Allocators.h
Memory overview
And since very sus photo logs come directly before that, I'd assume it's something with your networking solution.
The only way you'd see such a huge number is if there was invalid memory access or something of the sort. Very likely if the networking transport does not handle some edge cases correctly.
hmm okay, well I guess I could ask in the photon discord, I thought it might have been more unity related since the only change was the unity version
thanks for the help though in any case! I'm sure I'll figure out something (hopefully)
If a tire maker (photon) sold you a tire, and the car manufacturer(unity) changes the tire mounts, it would be up to photon to adjust their tires, as Unity is not going to change the vehicle
🍀
Actually, might not be photon. Hard to say, but direct cause is:
UI::DepthSortGrid::AddAndGetDepthFor
That's what's trying to allocate the huge amount of memory.
Googling a bit shows reports from 2016 and 2019 and people say that it's caused by text and specifically content size fitter component attached to text.
Seems to be unity 5.3 mostly. Extremely old.
hmm that's an interesting one, I'm not really doing anything fancy with ui, I have a basic panel with two buttons for create and join and a text box for entering a room code, the ui then leads to an icon that plays, just like a standard spinning icon I guess I can maybe take out the spinning icon? I dunno what else would be causing this tbh
If you don't have text components, it might be something else.
Perhaps it's even related to logs. 🤔
this what my ui looks like if anyone was curious, we haven't gotten the design phase for it but it functions or at least it did
Well, one thing to try is to get rid of it entirely and see if the issue still occurs.
if you mean console logs, I have a total of 16 or so messages printed prior to the crash
okay well I'll try that and possibly setup a debug command to create a room, see if it leads to the crash at the very least
Another potential culprit is
Cancelling DisplayDialog because it was run from a thread that is not the main thread: Fatal Error! Could not allocate memory: System out
Some kind of dialog ui was supposed to be shown.
I just tested taken out the dialog ui and still getting a crash
let me check the newest log though
yeah nothing new tbh
The display dialog is likely an OS or editor confirmation window. Not any of your ui.
I'd try disabling photon in the scene and seeing if you can reproduce the issue.
well things work in multiplayer without issue
only today when I went to test things in multiplayer I ran into the bug, but it's just the craziest thing I've had multiplayer working for a long time now, this project is I would say maybe 2 years old at this point and nothing of this calibre has popped up with multiplayer
it seems as well as not only causing a crash it's still showing a connection on the photon analyze dashboard, so that's another issue entirely that I have clue as to what I need to do to fix it
I was thinking maybe I update fusion to v2 but that requires a rewrite of my entire multiplayer codebase, not something I was wanting to do but I guess that's probably my only choice here, at least in thinking that it would fix this issue but it's a very broad fix to something that could possibly not be multiplayer related
I'd focus on identifying the cause first.
Less assumptions, more tests and confirmations.
well I'm going to test a build out, see if that makes any sort of difference
Yeah, that would help understand if it's something running only in the editor.
huh
it's an editor thing
interesting
it's working perfectly fine in a build I just created a room without issue
If it is, it could be some kind of editor only error/warning dialog message or something. Possibly spawned by photon.
oh one thing I've noticed, is that the crash reporter pops up twice
could the dialog possibly be in relation to the crash reporter/handler having some sort of error?
this is the last line in the log "A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:"
though I wonder if that just means the crash handler intercepted a crash, not a crash within a crash kinda thing
Looking at the logs, there weren't any other crash triggers other than the out of memory one.