Memory leak in navigation mesh builder
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- Dominant language
- C#
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Description
Release Type: Official Release
Version: 4.1.01734
Platform(s): Windows
Describe the bug
Stride appears to use an unbounded amount of memory when generating navigation meshes from (a) heightmap(s).
To Reproduce
Steps to reproduce the behavior:
- Create e.g. a terrain in Gaea (any complex mesh) - a 512x512 heightmap exported from Gaea will do
- Use the Stride editor to generate a navigation mesh from it
- Observe the Stride editor using a lot of memory
- Repeat step 2 and 3 and observe the memory usage increase - I have seen 40GB RAM usage
Expected behavior
The memory usage may be large, but not that large and only temporarily.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the issue in the Stride editor using a complex mesh or 512x512 heightmap, then profile memory while generating the navigation mesh repeatedly. Trace the navigation mesh builder and confirm that repeated generation no longer causes unbounded memory growth, with temporary memory usage released afterward.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100