Comments (5)
Thank you for narrowing that down. Fixed with above commit.
from crest.
Are you able to reproduce the issue by changing the same value through the inspector?
from crest.
Yes, the issue still occurs when changing values through the inspector.
I actually found the problem in the code. In FFTCompute.cs
there is method GenerateDisplacements
. This method is checking if new values are different from previous values and if they are it is creating new generator with new render textures, without removing the old one. Memory allocation is piling up pretty quick and is leading to imminent crash. I fixed it for my case by changing some conditions but it would be good to see a generic global solution.
from crest.
Strange. I wasn't able to reproduce and if it does affect the UI as well then I would definitely have hit this. That method will only create a new generator if resolution or loop period has changed otherwise it repurposes the existing generator.
Is it reproducible in the main scene?
from crest.
The problem doesn't exist in the main scene. I compared the setup and it turns out the problem happens only if Spectrum field on ShapeFFT component is left empty. If it is assigned then memory leaks doesn't happen.
from crest.
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