Search Issue Tracker


Under Consideration for 2021.3.X, 2022.3.X



Found in




Issue ID




TextMeshPro memory is not de-allocated when unloading scenes using Addressables.UnloadSceneAsync in Player



How to reproduce:
1. Open the attached “IN-78366” project
2. Build and run the Player (File → Build And Run)
3. Open the Memory Profiler window (Window → Analysis → Memory Profiler), and ensure the Player is targeted in the “Target Selection” dropdown menu
4. Press the “Capture” button
5. In the captured snapshot, navigate to the “Unity Objects” tab and enter “Font“ into the search bar
6. Take note of the search results
7. In the Player, press the Spacebar twice to load, and then unload a scene containing a TextMeshPro element
8. Repeat steps 4 to 6

Expected result: The TextMeshPro memory is de-allocated and the number of search results is unchanged
Actual result: The TextMeshPro memory is not de-allocated and additional search results are shown

Reproducible in: 2021.3.39f1, 2023.3.34f1, 6000.0.7f1

Reproducible on: Windows 11
Not reproducible on: No other environments tested


* Using ClearFontAssetGlyphCache prevents a memory leak, but does not clear the first allocation
* in 2021.3.39f1 (Memory Profiler 0.7.1-pre.1) it is not possible to search as explained in the reproduction steps. However, it is possible to find the additional entries by using the “Compare Snapshots” feature

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.