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By Design
Votes
7
Found in
2017.3.0f3
Issue ID
1006637
Regression
No
References to assets are not unloaded from memory and garbage collected after destroying MonoBehaviour
Steps to reproduce:
1. Open attached “GarbageCollectionBugs.zip” Unity project
2. Open “Example” scene
3. Enter Play mode
4. Open Window->Profiler
5. Make sure that Memory Profiler is added and Detailed mode is enabled in Profiler
6. Click "Take Sample: Editor" in Profiler
-Notice the sprite references under Assets->Sprite in Profiler
7. Click on “DESTROY REFERENCE HOLDER” in Game view
8. Click "Take Sample: Editor" in Profiler
-Notice a sprite reference under Assets->Sprite in Profiler remains
Expected results:
References in destroyed objects are unloaded and garbage collected
Actual results:
After destroying MonoBehaviour, referenced assets are not unloaded and remain in memory
Reproduced in: 2018.2.0a2, 2018.1.0b9, 2017.3.1p2, 2017.2.2f1, 2017.1.3p2, 2017.1.0a1
Workaround: Set object to null in OnDestroy()
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Resolution Note:
We are closing this issue as by design. The issue will be addressed as a feature.
We will notify developer that there are manages reference that are not nullified after Destroy is called. This will be an optional Profiler feature for the Editor/Development Player with no performance overhead in Release. Combined with new MemoryProfiler it should make the discovery of zombie objects much easier.
See more details at https://forum.unity.com/threads/editor-is-taking-20-seconds-to-enter-playmode-in-an-empty-scene.516004/#post-4117669