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Fixed in 1.4.0
Votes
0
Found in [Package]
0.8.6
Issue ID
1153426
Regression
Yes
Addressable Assets: After Releasing and calling Resources.UnloadUnusedAssets() Atlas Sprites can disappear after next Load
How to reproduce:
1. Open the attached "AddressablesTest.zip" project
2. Open Window > Asset Management > Addressable Assets window
3. In the Addressables window, select Build > Build Player Content
4. Enter Play mode and inspect the box sprite
Actual results: After 5 to 30 seconds, the box dissappears
Reproducible with: 2019.1.0a8, 2019.1.4f1, 2019.2.0b3, 2019.3.0a3
Not reproducible with: 2018.4.1f1, 2019.1.0a7
Could not test with 2019.1.0a7 and lower due to unresolvable package error
Note: The sprite is instantiated using Addressable.Instantiate, then it is ReleaseInstanced followed by a Resources.UnloadUnusedAssets() call, after repeating this process a few times, the sprite does not get rendered anymore
Comments (1)
-
felipe-shida-afterverse
May 11, 2022 15:02
This problem happens on UnityEditor 2019.4.29 + Addressables 1.19.11. Loading a UI prefab, using addressables, that uses sprites from a sprite atlas (that is an addressable itself) and calling UnloadUnusedAssets (a couple of times) ends up unloading the atlas texture. The result is invisible, white squared or memory garbage loaded in the sprites.
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Resolution Note (fix version 1.4.0):
Issue has been resolved. Please see notes.