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Sprite Atlases are not released when removing unused assets in Build



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 and turn on the “Development Build” setting (File → Build Settings)
6. Build And Run the Project on the “SampleScene” Scene
7. Press the “Destroy Prefab” button
8. Press the “Remove Unused Assets” button
9. Open the Memory Profiler window (Window → Analysis → Memory Profiler)
10. Change the Memory Profiler target to the Build (Editor → OSXPlayer)
11. Capture a memory snapshot of the Player
12. Open the “Objects and Allocations” tab
13. Select the “sactx-0-1024x1024-DXT5…” data reference

Expected result: SpriteAtlas ”TestAtlas” is not in the Details list
Actual result: SpriteAtlas ”TestAtlas” is still in the Details list

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)

- Releasing OP Handler and then removing unused assets also does not work
- It’s possible to search for specific data by pressing on the “Name” label of the TableView and pressing the “Match” setting

  1. Resolution Note:

    Issue requires more in-depth look and a new case will be created, due to the underlying cause for this issue has changed

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