Search Issue Tracker
By Design
Votes
0
Found in [Package]
0.6.8-preview
Issue ID
1143968
Regression
Yes
"Addressables.ReleaseAsset" doesn't release all needed References
Reproduction steps:
1. Open "TEST.zip" project
2. Open the Addressable Profiler
3. Open "SampleScene" scene
4. Enter Play mode
5. Press "F1" and "F3"
6. See that the values go to '1', then '2' and then '1'
Expected Result: Reference values should go down to '0'
Actual Result: Reference values should go down to '1'
Reproduced with: 2019.2.0a11, 2019.1.0f2, 2018.3.13f1
Note:
Enable "Send Profiler Events" in "AddressableAssetSettings"
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
The issue is that the user is attempting to release via the address. This is not how release works. I have posted on the linked forum, but the short version is they need to save off the loaded asset, and release that explicitly.
https://forum.unity.com/threads/addressables-loadassets-memory-leak.653452/#post-4399456