Search Issue Tracker
By Design
Votes
0
Found in [Package]
Issue ID
1144526
Regression
No
Not all Jobs are terminated before "OnDestroy" is called
Reproduction steps:
1. Open "DidymosECS.zip" project
2. Enter and Exit Play mode
3. See errors in the Console window
Expected Result: No Errors
Actual Result: Errors
Reproduced with: 2019.2.0a11, 2019.1.0f1
Did not reproduce on: 2018.3.13f1 (Errors)
Note:
If the issue doesn't reproduce at first, repeat steps 2-3
Error:
"InvalidOperationException: The previously scheduled job NativeLRUCacheSingle`2:SetJob writes to the NativeArray SetJob.data.cache. You must call JobHandle.Complete() on the job NativeLRUCacheSingle`2:SetJob, before you can deallocate the NativeArray safely."
"A Native Collection has not been disposed, resulting in a memory leak. Enable Full StackTraces to get more details."
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
- Objects flickering in Play Mode when using RenderTexture with Canvas
- UI Toolkit 'background-size' property is not fully animatable
- Moving the Scrollbar via clicking no longer works after the first-click when page size is too small
- Elements in UI Builder Viewport are displayed incorrectly when Editor UI Scaling is set to 125%
- Prefab referencing a script is not shown in the Search window's Project tab when using "Find References In Project"
Resolution Note:
The Behaviour is as expected.
If a container is owned by a MonoBehaviour and jobs from other code might write to it then there should be a JobHandle next to the container that is responsible for completing the job before the container is destroyed.
The responsibility is on the MonoBehaviour / System code that schedules the job and OnDestroy in the monobehaviour.