Search Issue Tracker
Not Reproducible
Votes
5
Found in
2018.3.0a1
2018.3.11f1
2019.1.0a1
2019.2.0a1
Issue ID
1145439
Regression
No
Addressables System keeps static references on assets when using additive scene loading
How to reproduce:
1. Open attached project
2. Build and Run on Windows 64x
3. Open Profiler choose "Memory section" and take memory sample
4. Click "Load Icon1" and take a memory sample, observe that there is only 1 texture in the memory
5. Click "Load Icon2" and take a memory sample, observe that there are 2 textures in the memory
6. Clock "Unload Icon1" and take a memory sample, observe that there are still 2 textures in the memory
Reproducible with: 2018.3.13f1, 2019.1.0f2, 2019.2.0a11
Not reproducible with: 2017.4.25f1 Addressable assets weren't supported
Actual results: "ManagedStaticReferences" contains unloaded Sprite references
Expected results: unloaded Sprite shouldn't stay in references
Notes: "ManagedStaticReferences" contains some static references that weren't cleared correctly
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
- UI Toolkit Slider value defaults to min value when the initial value is set in the UXML file
- The Player hangs when unloading a scene using the UnloadUnusedAssets() method
- [iOS] Too many texture parameters error is thrown when running on devices that support the number of parameters
- [MacOS] Trying to pick a Colour from full-screen window breaks Colour Picker Tool functionality
- WebGL Player hangs on first frame when "Autoconnect Profiler" is enabled and large amount of Profiler data is buffered before the first frame
Resolution Note:
Suggestion would be to update to a verified version of Addressables 1.1x or 1.2x - as we don't have a package found version, and likely it was very early on in addressables development, we are closing this as can not reproduce.