Search Issue Tracker
Won't Fix
Votes
0
Found in
2021.3.33f1
2022.3.14f1
2023.2.2f1
2023.3.0a17
Issue ID
UUM-58300
Regression
No
AssetReferenceAtlasedSprite creates a copy of the Sprite during Addressables.LoadAssetAsync<TObject> which does not release when Addressables.Release is used
Reproduction steps:
1. Open the attached "ReproProj.zip" project
2. Open the "Assets/Scenes/SampleScene" scene
3. Open the Addressables window via "Window" -> "Asset Management" -> "Addressables" -> "Groups"
4. Set the Play Mode Script to "Use Existing Build (your Platform)"
5. Initiate an Addressable build by selecting "Build" -> "New Build" -> "DefaultBuildScript"
6. Close the Addressables Groups window and press Play
7. Observe the Console
Expected results: Sprite count is 1 after every iteration
Actual results: Sprite count is increasing after every iteration
Reproducible with: 2021.3.33f1, 2022.3.14f1, 2023.2.2f1, 2023.3.0a17
Reproducible on: Windows 11 Pro, macOS (Intel) - User reported
Not reproducible on: No other environments tested
Note: Reproducible in Standalone Player
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.