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Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
How to reproduce:
1. Open the "UnityBug_DestroySlow.zip" project
2. Build and run the project
3. Open the Profiler
4. Record the Player
5. Wait for a few minutes and record until the Rendering section graph lines have stopped dropping down
6. Stop recording
7. Search the Profiler Hierarchy by the keyword "Destroy"
8. Search through the profiler for "Destroy" calls and observe their "Time ms"
Actual results: Most Destroy calls are in the range 10-30ms
Expected results: Most Destroy calls are <1ms, and rarely climb to 5ms
Reproducible in: 2022.3.71f1, 6000.0.67f1, 6000.3.7f1, 6000.4.0b7, 6000.5.0a6
Could not test in: 2023.1.0a1 (integral InstantiateAsync for the reproduction not introduced), 2023.3.0a19 (the project crashes when building the Player)
Reproduced on: Windows 11 Pro (25H2)
Not reproduced on: No other environment tested
Notes:
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