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There is a permanent memory increase after changing scenes with regarding events which can result in very high RAM usage in certain cases, enough for the project to run out of memory and even crash devices.
Here is a video showcasing how the memory usage performs with this test project.
This is probably because the generated code is clearing object lists before the events instead of after them so some instances stays in memory until the scene is run again.
Sorry for the delay on this, this should have been fixed in #6913 and fixed since version 5.4.210.
Let me know if there is still a suspicious behavior from the memory. Note that in JS memory may takes some time to be reclaimed by the garbage collector (a garbage collection event must happen), but in theory a scene that is ended should now not increase memory usage.
Is there an existing issue for this?
Describe the bug
There is a permanent memory increase after changing scenes with regarding events which can result in very high RAM usage in certain cases, enough for the project to run out of memory and even crash devices.
Here is a video showcasing how the memory usage performs with this test project.
vokoscreenNG-2023-11-17_22-37-40.mp4
And here is the project file
Memory_leak-iter3.zip
Steps to reproduce
Instructions are within the Project
GDevelop platform
Desktop, Web, Mobile
GDevelop version
5.3.185
Platform info
Windows 10 Enterprise LTSC 21H2 OS Build 19044.1288
Additional context
No response
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