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Won't Fix
Won't Fix in 2021.3.X
Votes
0
Found in
2020.3.40f1
2021.3.12f1
Issue ID
UUM-16742
Regression
No
Sprite Atlases are not released when removing unused assets in Build
How to reproduce:
1. Open the attached project from the Google Drive
2. Open the Addressables Groups window (Window → Asset Management → Addressables → Groups)
3. Open the “Play Mode Script” drop-down tab and select “Use Existing Build”
4. Build the group (Addressables Groups window → Build → New Build → Default Build Script)
5. Open the Build Settings and turn on the “Development Build” setting (File → Build Settings)
6. Build And Run the project on the “SampleScene” Scene
7. Press the “Destroy Prefab” button
8. Press the “Remove Unused Assets” button
9. Open the Memory Profiler window (Window → Analysis → Memory Profiler)
10. Change the Memory Profiler target to the Build (Editor → OSXPlayer)
11. Capture a memory snapshot of the Player
12. Open the “Objects and Allocations” tab
13. Select the “sactx-0-1024x1024-DXT5…” data reference
Expected result: SpriteAtlas ”TestAtlas” is not in the Details list
Actual result: SpriteAtlas ”TestAtlas” is still in the Details list
Reproducible with: 2020.3.40f1, 2021.3.12f1
Not reproducible with: 2022.1.0a16, 2022.1.20f1, 2022.2.0b10, 2023.1.0a14
Couldn’t test with: 2022.1.0a15 and lower alpha versions (Constant unfixable Package errors regarding Memory Profiler)
Reproduced on: macOS Monterey 12.6 (Intel)
Note:
- Releasing OP Handler and then removing unused assets also does not work
- It’s possible to search for specific data by pressing on the “Name” label of the TableView and pressing the “Match” setting
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Resolution Note:
The issue is an engine one with Resources.UnloadUnusedAssets. This has been fixed in 2022. It is also not recommended to mix Addressables APIs with Resources.UnloadUnusedAssets
Resolution Note (2021.3.X):
The issue is an engine one with Resources.UnloadUnusedAssets. This has been fixed in 2022. It is also not recommended to mix Addressables APIs with Resources.UnloadUnusedAssets