pschraut / unityheapexplorer Goto Github PK
View Code? Open in Web Editor NEWA Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
License: MIT License
A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
License: MIT License
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.
Is this a known issue? (Btw, my Unity version is 2019.4.5f1.)
Thanks!
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?
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.
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")?
Repro:
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.
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.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.