Comments (11)
Thanks, just took a look and indeed, only when dragging around (or, as is my assumption, when calling OnGUI), I have some severe memory leaks of up to 50MB/second... I have to take a look, thanks very much for reporting this!
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I'm trying to find the culprit and it seems to be related to DrawConnections()
.
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Just a funny story to justify this finding: I noticed this when I was demoing my thesis to my supervisor (I use this project as a manager for specifying some rules to the creation/generation of obstacles in my platformer game) and after 5 minutes Windows crashed, straight to the log-in screen. :-)
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Yes, you're right, seems to be it;) You're pretty fast, was about to download a leak tracker lol...
Anyway, then I'm assuming it's the drawing formula I'm using or how the textures are handled...
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It is my drawing formula. Adding
UnityEditor.Handles.DrawBezier (startPos, endPos, startTan, endTan, col, tex, width);
return;
in the RTEditorGUI.DrawBezier function, before my implementation, fixes it. I'll examine this more closely and report asap:)
Likely problem:
Creating new Material every line segment drawing (wtf am I stupid)
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Found it!
// NodeEditorGUI.cs:125
Material mat = new Material (Shader.Find ("Unlit/Transparent"));
mat.SetTexture ("_MainTex", tex);
mat.SetPass (0);
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It is, problem fixed, thank you:)
Wow, really?! I hope that didn't ruin your thesis :( That would be absolutely desastrous:(
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Don't understand though why the GC didn't clean up... Maybe to much garbage too fast.... lol
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I was just showing the progress I made since the last meeting we had. It was cool to see Windows spasming and flashing my screen like crazy before exiting my user session. :D
Yeah, probably for being called so many times in a frame.
Are you fixing it, or want me to make a PR?
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Already fixed, I was onto finishing the update anyway:)
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Thanks for looking into this so quickly. ;-)
If you had taken more 15 min to answer, I would had fixed it myself. :P
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Related Issues (20)
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