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
- dSYM file is not created during macOS standalone build
- Project Settings panels disappear and do not repaint when entering Play Mode without reloading Domain
- Screen Space Decals ignore Rendering Layer Mask when using OpenGL Graphics API
- Crash on scripting_method_invoke when the Player is build before entering the Play mode in the Editor
- Tile Palette Window zoom level resets when the Window becomes inactive
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