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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
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