Search Issue Tracker
Won't Fix
Votes
0
Found in
5.1.2p2
Issue ID
726384
Regression
No
Prefab references of a monobehaviour are not being cleaned up when the monobehaviour is destroyed
Steps to reproduce:
1. Play the Test scene
2. Using the Unity Profiler>Memory>Detailed view take a Sample
3. Notice in the Assets>Texture view the test_asset is loaded into memory
4. In the game view press the "Destroy" UI button
5. Press the UnloadUnusedAssets button
6. Using the Unity Profiler>Memory>Detailed view take a Sample
Observe: The test_asset is still loaded into memory
Workaround:
Set reference to null(click the 't.prefab=null' button) before unloading the asset.
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
- Sprites are cut off when using a custom alpha mask with a custom shader
- Screen.SetResolution() ignores width and height parameters when switching from Fullscreen to Windowed mode
- Crash on il2cpp::vm::Class::Init in the Player when handling FileNotFoundException in cascading catch blocks in async method
- Mesh with vertex animation shader renders incorrectly when using DirectX11 and AMD GPU
- Select Dependencies context menu doesn't work properly in Project Browser
Resolution Note (2019.1.X):
Hi there,
We really appreciate your contribution to the Unity product. Thank you for reporting this issue. We take every case submitted to us seriously by investigating the impact on you, our customer, as well as the impact it may have on the engineering and experience of our product.
This particular case has been investigated thoroughly and we have decided, in the interests of protecting the stability and features of Unity for users that rely upon the affected versions, to not address this fix for the time being. We understand that this will cause problems for some users, and so may address in a future version.
Unity QA Team