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HUD Maker Ultra - Memory Leak

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: HUD Maker Ultra - Memory Leak
  • Original author: Zia_
  • Original date: September 9, 2024
  • Source thread: https://forums.rpgmakerweb.com/threads/hud-maker-ultra-memory-leak.171799/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

Hi all, the main issue with the Plugin changed entirely, so please have a look at the second part of the post. I've seen a few of you using the HUD Maker Ultra. It has plugin commands to toggle the activeness and visibility of the HUD. I get the visibility thing but I don't get the purpose of the other one.

Archived First Post

Hi all,

the main issue with the Plugin changed entirely, so please have a look at the second part of the post.

I've seen a few of you using the HUD Maker Ultra.
It has plugin commands to toggle the activeness and visibility of the HUD. I get the visibility thing but I don't get the purpose of the other one.

At first I thought that would be useful to avoid checking the parameters of the HUD every frame. Could be some performance improvement, since it won't check the conditions, when there's no HUD needed anyway.

But instead the HUD will appear semi-transparent, when turning it inactive. Means, it still checks the conditions to show the HUD.
Do you know the point of this? What would you need that for?

Thanks!


---

Hello,

I was investigating a major MemoryLeak in my game, hence the hunch, it would be good to deactivate HUD Maker Ultra when there's no HUD needed.

After stepping through the debug process with all plugins one by one, I found HUD Maker Ultra to be the culprit.
By stepping back and forth through maps, I can build up 3 GB RAM within minutes. I could push it higher till it crashes. W/o HUD Maker Ultra, I can barely hit 500MB.

My uneducated guess by observing the memory growth:
The Plugin creates on every scene change the entirety of HUD elements hidden, to be ready to appear on demand. Also, every element will listen to their conditions.
So, if I step back and forth through the maps, I will have dozens of Clones in no time.

Unfortunately, the plugin per se is amazing an vital for me, so I have to figure something out.

Could you guys help me brainstorming the best solution?
For now I see 3 possibilities:

1. The Plugin stores all their HUD elements in
\data\plugin\UltraHUD.json

My idea would be to create more of them, like UltraHUD1 and UltraHUD2.
By Variable or Plugin Command I could change the number of File to read for the plugin. That way I could tell them to check an empty Json as long as no HUD is needed.
Also I could split my HUD elements into tiny pieces by usage, instead of having all in one. Would load smaller HUDs when they are acutally needed.

What I don't know yet; the Json might not be read every Frame, but exported once by scene change. That way there would be nothing to read if I changed the HUD number, as the empty one was already loaded.


2. Make the "activate / deactivate" Plugin Command work. So actually stop everything instead of turning the HUD semi-transparent.
But same issue as no. 1, if the Plugin is deactivated during scene change, it might be past the loading point of the HUD.


3. Clean up all the junk data, when I leave a scene, to get rid of all the clones. Seems to be the best solution, but I think, the Plugin tries and fails with that already.


If you want to check the code, you can find it here:

I'm thankful for any thoughts on this.

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