Search Issue Tracker
By Design
Votes
0
Found in [Package]
0.6.8-preview
Issue ID
1143968
Regression
Yes
"Addressables.ReleaseAsset" doesn't release all needed References
Reproduction steps:
1. Open "TEST.zip" project
2. Open the Addressable Profiler
3. Open "SampleScene" scene
4. Enter Play mode
5. Press "F1" and "F3"
6. See that the values go to '1', then '2' and then '1'
Expected Result: Reference values should go down to '0'
Actual Result: Reference values should go down to '1'
Reproduced with: 2019.2.0a11, 2019.1.0f2, 2018.3.13f1
Note:
Enable "Send Profiler Events" in "AddressableAssetSettings"
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
- Frame Debugger is not disabled when switching Scenes if the Frame Debugger window is not open during the transition
- Standalone Profiler Targets another Project if a Standalone Profiler was launched in it before when switching between Edit or Play Mode Targets
- Crash on ForwardRenderLoopJob when opening a specific project
- [Android] Memory leak and eventual crash on Snapdragon 8 Gen 1+ devices when a Clear Pass is executed after Framebuffer Fetch
- PhysicsRaycaster ray length is incorrect when casting from rotated Camera
Resolution Note:
The issue is that the user is attempting to release via the address. This is not how release works. I have posted on the linked forum, but the short version is they need to save off the loaded asset, and release that explicitly.
https://forum.unity.com/threads/addressables-loadassets-memory-leak.653452/#post-4399456