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Sprite Atlas is not released when there are other unreleased Sprite Atlases



How to reproduce:
1. Open the user-attached project
2. Open the Addressables Groups window (Window → Asset Management → Addressables → Groups)
3. Open the “Play Mode Script” drop-down tab and select “Use Existing Build”
4. Build the group (Addressables Groups window → Build → New Build → Default Build Script)
5. Open the Build Settings window and turn on the “Development Build” setting (File → Build Settings)
6. Build And Run the project on the “SampleScene” Scene
7. Press the “Load Prefab 1” and “Load Prefab 2” buttons
8. Press the “Release Prefab 1” and “Release Atlas A” buttons
9. Open the Memory Profiler window and change the target to the Build (Editor → OSXPlayer)
10. Press the “Capture New Snapshot” button (or the Capture button on the toolbar)
11. Select the new Snapshot and open the “Objects and Allocations” tab
12. Select the “sactx-0-256x256-Uncompressed…”

Expected result: “SpriteAtlasA” is no longer found in any data reference
Actual result: “SpriteAtlasA” still exists

Reproducible with: 2020.3.39f1, 2021.3.10f1, 2022.1.16f1, 2022.2.0b8, 2023.1.0a10

Reproduced on: macOS Monterey 12.0.1 (Intel)

- It’s possible to search for specific data by pressing on the “Name” label of the TableView and pressing the “Match” setting
- During step 11 there will be 4 choices for that data reference, find the one with the SpriteAtlas ”AtlasA_HD” reference
- Workaround: In the Build press “Release Prefab 2” and “Release Atlas B”

  1. Resolution Note:

    Assets are deleted and memory reclaimed periodically or if memory pressure is high automatically. To force this, one can use Resources.UnloadUnusedAssets to unload and reclaim memory that are no longer referenced by any active object. This is by design.

    More Info here:

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