Search Issue Tracker
By Design
Votes
0
Found in
2020.3.39f1
2021.3.10f1
2022.1.16f1
2022.2.0b8
2023.1.0a10
Issue ID
UUM-14389
Regression
No
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)
Note:
- 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”
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
- Shader Graph Swizzle Node Input/Output and Mask Update Incorrectly After Undo
- [URP] Crash on GameObject::QueryComponentByType when baking a Reflection Probe in an unsaved/untitled Scene
- No Icons are used for the Entry and Exit States in the Inspector when selected in an Animator Controller
- Crash on PlayerMain(int, char const**) when exiting Standalone Player with a Particle System in the Scene
- No Icon is used for the Runtime Animator Controller Type in a Search Window when assigning an Animator Controller in the Animator Component
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:
https://docs.unity3d.com/Packages/com.unity.addressables@1.3/manual/MemoryManagement.html#when-is-memory-cleared