Copyright © 2026 Unity Technologies
This allocation was fixed in an upstream version, but was not backported. Thank you for opening this bug. Note that there are still some allocations, but those are coming from a conversion from a float to a string, which would require to change the user project. Also note that these bindings are processed every frame even though they are marked as OnSourceChanged because lists and arrays do not support the change tracking interfaces we provide.
Reproduction steps:
1. Open the attached “repro_IN-87532“ project
2. Open the “Assets/Experiment-1004/New Scene.unity“ Scene
3. Enter the Play Mode
4. Open the Profiler (“Window → Analysis → Profiler“)
5. Select anywhere in the “CPU Usage“ section of the Profiler
6. In the search of the Profiler, input “PostLateUpdate.UIElementsRepaintPanels“
7. Notice that the “GC Alloc” value is 0
8. Go back to the Game view and press “Add New“
9. Input anything in the “Barang“, “Watt“ and “Pemakaian/Jam“ parameters and press “Tambahkan“
10. Go back to the Profiler tab and press anywhere in the “CPU Usage“ section
11. Check the “GC Alloc“ value of the “PostLateUpdate.UIElementsRepaintPanels“
Expected result: The value is still 0
Actual result: The value is higher than 0
Reproducible with: 6000.0.26f1, 6000.1.0a3
Couldn’t test with: 2021.3.45f1, 2022.3.52f1 - A lot of missing property errors, as the “SimulasiListrik.cs“ Script requires the 2.0.0 version of the Unity UI package to function properly and these Editor versions only support the 1.0.0 version
Reproducible on: Windows 10 (22H2), Windows 11 (23H2)
Not reproducible on: No other environments tested
Note:
Issues you vote on will appear here