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Windows 11 Home 64-bit (Build 22621.963), Intel Core i5 11400F, NVIDIA GeForce RTX 3070
Issue description
While the document says "The timer will be automatically freed after its time elapses.", the Debugger says the opposite.
The timer created by SceneTree.CreateTimer() is not freed automatically after its time elapses. The Object count and Memory usage in the Debugger tab keep increasing.
Steps to reproduce
Create new project.
Create C# script CreateTimerTester.cs with the following contents:
Create new scene. Create a Node2D. Attach the script to the node.
Play the scene. Observe the Object count and Memory usage in the Debugger tab.
(Optional) 5. If you call TestCreateTimer(); multiple times with a for-loop, it can be more effective. Here is a screenshot of calling it 5000 times and then stopping the loops by a cancellation token after 10 seconds:
The full code for step 5 is in the reproduction project.
Godot version
4.0.beta10.mono.official [d0398f6]
System information
Windows 11 Home 64-bit (Build 22621.963), Intel Core i5 11400F, NVIDIA GeForce RTX 3070
Issue description
While the document says "The timer will be automatically freed after its time elapses.", the Debugger says the opposite.
The timer created by
SceneTree.CreateTimer()
is not freed automatically after its time elapses. The Object count and Memory usage in the Debugger tab keep increasing.Steps to reproduce
CreateTimerTester.cs
with the following contents:(Optional) 5. If you call
TestCreateTimer();
multiple times with a for-loop, it can be more effective. Here is a screenshot of calling it 5000 times and then stopping the loops by a cancellation token after 10 seconds:The full code for step 5 is in the reproduction project.
Minimal reproduction project
TestCreateTimer.zip
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