Search Issue Tracker
Won't Fix
Votes
2
Found in
2017.3.0f3
Issue ID
1000791
Regression
No
Unused assets are not unloaded when opening a different scene
Steps to reproduce:
1. Open “AssetMemory.zip” Unity project
2. Open “Example” scene
3. Select “ReferenceHolder” object in Hierarchy
4. Set “Release Managed References On Destroy” value to True in Inspector
5. Open Window->Profiler
6. Make sure that Memory Profiler is added and Detailed mode is enabled in Profiler
7. Click "Take Sample: Editor" in Profiler
-Notice the “Cat” sprite reference under Assets->Sprite in Profiler
8. File->New Scene
9. Click "Take Sample: Editor" in Profiler
-Notice the “Cat” sprite reference under Assets->Sprite in Profiler still remains after changing the scene
Expected results:
Asset is unloaded after opening a new scene scenes
Actual results:
Asset is not unloaded after opening a new scene scenes
Reproduced in: 2018.2.0a1, 2018.1.0b7, 2017.3.1p1, 2017.2.1p4, 2017.1.3p1, 2017.1.0a1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment