Sebastiano Mandalà's Avatar

Sebastiano Mandalà

@sebify.bsky.social

#gamedev vet, C# fan, DOD/ECS expert. Made Robocraft & Svelto.ECS. Working on World Eternal Online.

52 Followers  |  79 Following  |  42 Posts  |  Joined: 19.11.2024
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Posts by Sebastiano Mandalà (@sebify.bsky.social)

this was never fixed, it s till happening with 6000.2

05.11.2025 12:33 — 👍 0    🔁 0    💬 0    📌 0
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Unity IssueTracker - Memory Leak when using InstantiateAsnyc to instantiate a large Prefab How to reproduce: 1. Open the “IN-76682_repro“ 2. Open the “SampleScene“ 3. Enter Play Mode 4. Select the “Example“ GameObject 5. In...

also in relation to my previous post:

issuetracker.unity3d.com/issues/memor...

this is not solved, I can repro it in 6000.1.7 and 6000.0.26

all the cancellation tokens in the screenshot are leaked from InstantiateAsync

23.06.2025 13:27 — 👍 3    🔁 0    💬 0    📌 0

DO NOT use Object.InstantiateAsync. This hidden method must stay as it is. It causes massive leaks and me spending days to pinning it down. Eventually and sadly it wasn't Memory Profiler to help me but instead the still maintained (and now I know why) Heap Explorer plugin #unity3d

23.06.2025 13:20 — 👍 3    🔁 0    💬 0    📌 0

Unity Memory Profiler is great but it can be easily improved a ton.
The comparison window misses two fundamental features (why?!)
I need to be able to compare just the resident memory
I need to be able to compare the Memory Map tab too!
I am doing this work now without the comparison help

20.06.2025 12:51 — 👍 0    🔁 0    💬 0    📌 0
Addressables FAQ | Addressables | 1.20.5 See Scale implications as your project grows larger.

The addressables documentation used to have a very useful FAQ page, why is this gone? Especially the part on the addressable rebuild, there are info that are not found anywhere else in the docs!

docs.unity3d.com/Packages/com...

13.06.2025 15:03 — 👍 0    🔁 0    💬 0    📌 0

I cannot believe that some sweet unity features like shader level of detail are NOT mapped by any node in ShaderGraph yet...so sad

06.06.2025 19:47 — 👍 0    🔁 0    💬 0    📌 0
Post image

It's a while I don't use target frame rate on androi, today I had another go since the incremental GC doesn't run when I ask it to (manually), but inside WaitForTargetFPS, which is naturally driven by TargetFrameRate.
I set it 60 and it adds 11ms to a frame that lasts 11ms? WTH is going on here?!

06.06.2025 16:03 — 👍 0    🔁 0    💬 0    📌 0

what's the deal with Unity URP, RenderMeshInstanced, and Reflection Probes? Promises to fix support remain unfulfilled. I'd use a fast RenderMesh version (falling back to SRP batching) if I could disable culling, but Unity devs think of it as unnecessary. Sigh.

02.06.2025 11:07 — 👍 0    🔁 0    💬 0    📌 0

Did anyone already use a custom Static Analyser in Unity? Finding the right version of Microsoft.CodeAnalysis.CSharp is extremely time consuming, I don't understand why doesn't unity find a way to provide it. Also I wonder how Project Auditor works without it. Where can I find the right dll to use ?

28.05.2025 12:42 — 👍 0    🔁 0    💬 0    📌 0

I tried everything, all the possibile combinations, to force Unity to ignore specific warnings for specific assemblies. I cannot make the csc.rsp files work, suggestions from google do not work (let alone AI). What am I missing? This is not for the IDE, but just for the unity console.

27.05.2025 18:12 — 👍 0    🔁 0    💬 0    📌 0
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C# devs, how hard would be to make generic overload through the where clause possible? I mean, I am already doing it, I just would like to avoid the namespace overhead.

So many things that could be theoretically done with generics have never been considered by the C# language committee

19.05.2025 19:50 — 👍 0    🔁 0    💬 0    📌 0
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Unity Memory Profiler has an incredibly useful feature that I just noticed few days ago, it reports the object that reference a managed object and thus prevent garbage collection. In the image is not a good example, but it shows the powerful feature nevertheless

16.05.2025 20:58 — 👍 0    🔁 0    💬 0    📌 0

ok so you make fun of AI and whatever, vibe code is obviously a moronic concept, but AI is an incredibly useful too and does boost productivity also for game coders, where standards do not exist. Among the things it can do for me, code review is one of the most useful ones.

15.05.2025 07:57 — 👍 1    🔁 0    💬 0    📌 0

I am part of that 1% of coders borderline hate ! in conditions. ! is just one character and so thin, so easy to miss. I need to see == false!!

if (IAmMakingAPoint == false)

is much clearer than

if (!IAmMakingAPoint )

if I use == false, then I can assume that

if (IAmMakingAPoint)

is for true

14.05.2025 07:37 — 👍 0    🔁 0    💬 0    📌 0
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Why is Unity aware of this since 5.3 and NEVER implemented an integrated solution? One of those incredible things, isn't it? Luckily nowadays we have AI that helps to write what would have been an incredible chore otherwise.

12.05.2025 18:17 — 👍 1    🔁 0    💬 0    📌 0

Static callbacks are extremely dangerous. You put the remove in the wrong place (or even forget to remove the function from the Action) and bam, the this object will survive forever and maybe even multiple times!

07.05.2025 12:34 — 👍 0    🔁 0    💬 0    📌 0

Dear addressables team.
While I found the ultimate and correct solution to my problem, I would say that Addressables.InternalIDTransformFunc must be applied also to the asset bundle dependencies when these are fetched by BundledAssetProvider. It seems to be an oversight. #unity3d

04.05.2025 19:08 — 👍 0    🔁 0    💬 0    📌 0

Dear URP/Unity team, please issue the GPU sync call after the render graph is compiled and not before the culling. I am waiting for the vsync while the CPU still has a ton of stuff to do before you will issue the first command to the driver sigh.

30.04.2025 14:30 — 👍 0    🔁 0    💬 0    📌 0

Dear URP team, after some research I would suggest:
- Initialise the camera render targets before culling
- ensure that on beginCameraRendering the camera targets are already usable.

Similarly OnCameraSetup should run before the culling and not after..no reason to not do it anyway right?

29.04.2025 12:28 — 👍 0    🔁 0    💬 0    📌 0

We spent the last few days studying the input lag in our game. Not network lag, but just input lag. Turned out there was a ton of artificial lag, however we also realized that our dpad implementation was not smart enough, adding too much time for movement detection. The game is so much snappier now!

26.04.2025 13:31 — 👍 0    🔁 0    💬 0    📌 0

I have been testing OGLes + rendering thread vs vulkan + graphics jobs for Android games and I still don't see much difference even with unity 6.1. isn't it a bit sad?

26.04.2025 09:27 — 👍 0    🔁 0    💬 0    📌 0
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UniTask modification to show the task name in the profiler UniTask modification to show the task name in the profiler - StateMachineRunner.cs

My dislike for Task/UniTask used for gameplay code is not hidden, and while I am removing all its used from our code, I finally solved one of the main issues, the inability to profile it through the profiler. It was a quick fix after all. gist: gist.github.com/sebas77/9f29...
it will look like:

16.04.2025 18:13 — 👍 0    🔁 0    💬 0    📌 0

We found out that qualcomm drivers (not sure about others) were performing a vertex binning on our meshes for the shadow pass. I am still shocked that Unity doesn't do this implicitly and weirded out that a driver does that. We generate now optimised shadow meshes and the driver overhead is now 0

16.04.2025 17:04 — 👍 0    🔁 0    💬 0    📌 0

I wonder how many millions of dollars are spent in AWS instances left on because forgotten or because nobody is sure what happens if they shut it down.

04.04.2025 18:28 — 👍 0    🔁 0    💬 0    📌 0

I am a grow man now, I did my first rebase squash

03.04.2025 17:06 — 👍 1    🔁 0    💬 0    📌 0

Stencil operations slow down low-end devices. Loading stencil data per tile is slower than just loading depth data, prompting us to remove stencil effects from our UI to render it at full resolution. We still use stencil on downscaled render targets.

03.04.2025 14:08 — 👍 0    🔁 0    💬 0    📌 0

Holy crap, I knew already and forgot, do not ever spin lock on mobile. It causes havok! SpinWait is forbidden on mobile!

27.03.2025 12:11 — 👍 1    🔁 0    💬 0    📌 0

ok this is very curious: how many of you Unity users actually check the disableDepthAndStencilBuffers in the player settings for mobile platforms for 3D games?

21.03.2025 17:43 — 👍 1    🔁 0    💬 0    📌 0

I didn't even realise that with c# 10 I can now have default struct constructors, completely went under my radar

21.03.2025 17:29 — 👍 0    🔁 0    💬 0    📌 0

I was excited about the new Unity BGR API to the point I rewrote some code with it, but then I realised is not a good deal on mobile. That indirect memory access can be a killer on the tiny adreno 610 gpu cache. Am I rite?

21.03.2025 14:54 — 👍 0    🔁 0    💬 0    📌 0