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Fixed in 2017.3.0f3



Found in


Issue ID




Calling Resources.UnloadUnusedAssets() unloads used audio asset bundles

Asset Bundles


Reproduction steps:
1. Open my attached project
2. Open the "test01" scene
3. Enter Play mode
4. Click on the test button

Expected Result: The third track keeps on playing when Resources.UnloadUnusedAssets(); is called, because it's used.
Actual Result: The third track is stopped when Resources.UnloadUnusedAssets(); is called, even though it's in use.

Reproducible on: 5.3.7p1, 5.4.4f1, 5.5.0p3, 5.6.0b3

Tested on Windows 10

Comments (3)

  1. 46a43734cc3dd5e3f9f0cfbb4b589256?d=mm


    Oct 04, 2017 15:37

    If the sound asset played by any audio source it remains active and not unloading, but if you played it via PlayOneShot - it does! The sound just stops in the middle of playing.

  2. 0badd4f7f80a1d074e9c8b1eb61e272c?d=mm


    Jul 11, 2017 07:45

    reproduce step in our project.

    Start a scene with. play a BGM.
    load the same scene. play the same BGM.
    call unloadassets.
    BGM stops playing.

    note that the BGM is loaded from a asset bundle.

  3. E55e789e3decbbaf18fb62e99f0f56c7?d=mm


    Mar 21, 2017 16:26

    Application crashed when Resources.UnloadUnusedAssets(); is called (v.5.4.1) ,

    Expected result : validate with active resources which are currently used in scene, and remove unused resources from scene

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