Code Monkey home page Code Monkey logo

unityheapexplorer's Introduction

unityheapexplorer's People

Contributors

jojo59516 avatar pschraut avatar ulysseswu avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

unityheapexplorer's Issues

Lost native connections when loading from file

Hi,
Thank you for bringing us the awesome UnityHeapExplorer!
I found that when I use Capture and Analyze, everything is OK. But when I use Open... to load snapshot from file, all native objects' references seems to be dropped, without any errors or warnings.

When use Capture and Analyze:
image

When use Open...:
image

Is this a known issue? (Btw, my Unity version is 2019.4.5f1.)
Thanks!

0 paths to root, after UnloadUnusedAssets and GC.Collect?

I'm trying to track down the path to root for an asset that's not being garbage collected; I've used Heap Explorer's "paths to root" feature to do this successfully on this same project in the past, but now, when I try, it claims "0 paths to root" for the asset. I've definitely called Resources.UnloadUnusedAssets and GC.Collect since unloading the scene that originally contained the lingering asset; what could it mean for an asset to still be in memory after unloading unused and garbage collecting, despite zero paths to root? Is this a bug or am I misunderstanding something?

Support for target devices

Are there any plans of adding the support for the targets devices? It would be really helpful as I love using heap explorer over the unitys one.

Jagged array may not be collected in memory captures

Hi
I found jagged array (T[][]) may not be collected in memory captures.

For codes like

public class TestComponent : MonoBehaviour
{
    ...
    private TestClass[] array1 =
    {
        new TestClass(),
    };
    private TestClass[][] array2 =
    {
        new [] {new TestClass(), null},
        null,
    };
    ...
}

Then managed object array2 and managed type TestClass[][] not found in captured snapshot and managed object of type TestClass[] inside array2 are also not found. (using Unity 2019.4.5f1)

However this may be a bug of Unity itself. I have posted a thread in Unity Forum. If It is, would this be a known issue (or something like "Message to Unity Technologies")?

Sorting by size is incorrect when searching by string

Repro:

  1. Open list of native objects
  2. Search with a string that returns many results
  3. Sort by size

Expected that the objects are correctly sorted by size.

Actual result is chunks of assets are sorted by size, then size appears to reset when a new group of assets is met.

One-off EditModeRunner:TestConsumer test failure on first run

Hello

just to say that I encountered the following test failure when integrating the latest version of the package into one of our project (it builds 4 platforms, and only one failed, a re-run of the job fixed it).

ERROR: 'UniRx.Timestamped<WWTK.Backend.UserBackend.UserInfo>[].baseOrElementTypeIndex' = -1 is out of range, ignoring. Details in second line
arrayRank=1, isArray=True, typeInfoAddress=7FB38760DE60, address=1826440F0, memoryreader=MemoryReader, isValueType=False
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogErrorFormat(String, Object[])
HeapExplorer.AbstractMemoryReader:ReadObjectSize(UInt64, PackedManagedType) (at Library/PackageCache/com.oddworm.heapexplorer@5f78736fc6/Editor/Scripts/MemoryReader.cs:447)
HeapExplorer.PackedManagedObjectCrawler:SetObjectSize(PackedManagedObject&, PackedManagedType) (at Library/PackageCache/com.oddworm.heapexplorer@5f78736fc6/Editor/Scripts/PackedTypes/PackedManagedObjectCrawler.cs:595)
HeapExplorer.PackedManagedObjectCrawler:CrawlStatic() (at Library/PackageCache/com.oddworm.heapexplorer@5f78736fc6/Editor/Scripts/PackedTypes/PackedManagedObjectCrawler.cs:488)
HeapExplorer.PackedManagedObjectCrawler:Crawl(PackedMemorySnapshot, List`1) (at Library/PackageCache/com.oddworm.heapexplorer@5f78736fc6/Editor/Scripts/PackedTypes/PackedManagedObjectCrawler.cs:72)
HeapExplorer.PackedMemorySnapshot:Initialize(String) (at Library/PackageCache/com.oddworm.heapexplorer@5f78736fc6/Editor/Scripts/PackedTypes/PackedMemorySnapshotEx.cs:1122)
HeapExplorer.<Capture>d__10:MoveNext() (at Library/PackageCache/com.oddworm.heapexplorer@5f78736fc6/Tests/Editor/Test_Editor.cs:54)
UnityEngine.TestTools.<Execute>d__5:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Attributes/TestEnumerator.cs:31)
UnityEngine.TestTools.<ExecuteEnumerableAndRecordExceptions>d__3:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Commands/EnumerableTestMethodCommand.cs:58)
UnityEngine.TestTools.<ExecuteEnumerable>d__2:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Commands/EnumerableTestMethodCommand.cs:38)
UnityEngine.TestRunner.NUnitExtensions.Runner.<ExecuteEnumerable>d__3:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/UnityLogCheckDelegatingCommand.cs:48)
UnityEngine.TestTools.<ExecuteEnumerable>d__9:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Commands/BeforeAfterTestCommandBase.cs:104)
UnityEngine.TestTools.<ExecuteEnumerable>d__9:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Commands/BeforeAfterTestCommandBase.cs:104)
UnityEngine.TestTools.<ExecuteEnumerable>d__9:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Commands/BeforeAfterTestCommandBase.cs:104)
UnityEngine.TestTools.<ExecuteEnumerable>d__9:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Commands/BeforeAfterTestCommandBase.cs:104)
UnityEditor.TestTools.TestRunner.<PerformWork>d__3:MoveNext() (at Library/PackageCache/[email protected]/UnityEditor.TestRunner/TestRunner/EditorEnumeratorTestWorkItem.cs:99)
UnityEngine.TestRunner.NUnitExtensions.Runner.<RunChildren>d__16:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:200)
UnityEngine.TestRunner.NUnitExtensions.Runner.<PerformWork>d__12:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:76)
UnityEngine.TestRunner.NUnitExtensions.Runner.<RunChildren>d__16:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:200)
UnityEngine.TestRunner.NUnitExtensions.Runner.<PerformWork>d__12:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:76)
UnityEngine.TestRunner.NUnitExtensions.Runner.<RunChildren>d__16:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:200)
UnityEngine.TestRunner.NUnitExtensions.Runner.<PerformWork>d__12:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:76)
UnityEngine.TestRunner.NUnitExtensions.Runner.<RunChildren>d__16:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:200)
UnityEngine.TestRunner.NUnitExtensions.Runner.<PerformWork>d__12:MoveNext() (at Library/PackageCache/[email protected]/UnityEngine.TestRunner/NUnitExtensions/Runner/CompositeWorkItem.cs:76)
UnityEditor.TestTools.TestRunner.EditModeRunner:MoveNextAndUpdateYieldObject() (at Library/PackageCache/[email protected]/UnityEditor.TestRunner/TestRunner/EditModeRunner.cs:234)
UnityEditor.TestTools.TestRunner.EditModeRunner:TestConsumer() (at Library/PackageCache/[email protected]/UnityEditor.TestRunner/TestRunner/EditModeRunner.cs:267)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
System.Delegate:DynamicInvokeImpl(Object[])
System.MulticastDelegate:DynamicInvokeImpl(Object[])
System.Delegate:DynamicInvoke(Object[])
UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:310)

I didn't investigate further.

I'll monitor and see if it happens again.

Env: Unity 2019.4.9f1, building for Windows target on a Mac.

Thanks for the great tool. I still find it more useful than the unity memory profiler.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.