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Under Consideration for 2021.3.X, 2022.3.X, 6000.0.X, 6000.2.X, 6000.3.X, 6000.4.X
Votes
3
Found in
2021.3.39f1
2022.3.34f1
6000.0.7f1
6000.1.0a7
6000.2.0a1
6000.3.0a1
6000.4.0a1
6000.5.0a1
7000.0.0a1
Issue ID
UUM-74015
Regression
No
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
Notes:
- 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
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nikita1995f
May 02, 2025 14:44
Same problem.
Any solution?