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Fixed in 2021.1.X
Fixed in 2018.4.X, 2019.4.X, 2020.1.X, 2020.2.X
Votes
7
Found in
2018.4
2019.3.10f1
2020.2
Issue ID
1245368
Regression
Yes
Memory leak occurs when loading a Scene with Addressables.LoadSceneAsync which has more than 40 Texture references
How to reproduce:
1. Open the attached "1245368 repro" project
2. Open "Test" Scene from Assets > Scenes folder
3. Open Addressable Groups window from Window > Asset Management > Addressables > Groups
4. Set the Play Mode Script to Use Existing Build
5. Make a new build by clicking Build > New Build > Default Build Script in the Addressables Groups window
6. Enter Play Mode
Expected result: no warnings are generated in the console
Actual result: warning messages about a leak appear
Reproducible with: 2018.4.24f1, 2019.4.2f1, 2020.1.0b14, 2020.2.0a16
Notes:
-Full warning message: Internal: "JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak:
-Sometimes the 5th and 6th steps need to be repeated to reproduce the issue
-Doesn't seem to be reproducible with AudioClip or Prefab Assets
-The Texture references can be split among several GameObjects but the issue also reproduces if all of them are referenced on a single GameObject
-The Scene must reference more than 40 different Textures in order to reproduce the issue, referencing the same texture more than 40 times doesn't cause a memory leak
-
ScottJak
Sep 11, 2020 19:08
Looks to affect SceneManager.LoadSceneAsync as well.
A back port to 2019.4 would be much appreciated :) -
masak
Jul 25, 2020 11:58
Where is the moved issue?
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Resolution Note (fix version 2021.1):
Fixed in 2021.1.0a1
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0b6
Resolution Note (fix version 2020.1):
Fixed in 2020.1.9f1
Resolution Note (fix version 2019.4):
Fixed in 2019.4.12f1
Resolution Note (fix version 2018.4):
Fixed in 2018.4.29f1