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
- 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
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