Search Issue Tracker
Won't Fix
Votes
0
Found in
3.5.3f1
Issue ID
483471
Regression
No
Unloading native unity assets produces a crash
Won't fix:
Developers responsible for the area decided not to fix this issue, because addding safeguard preventing from unloading assets created/owned by the editor/engine is quite non-trivial in this case and there is a proper workaround of clearing the references of resources and using UnloadUnusedAssets instead.
To reproduce:
1. Create new project
2. Create c# script with following content:
Object[] textures = Resources.FindObjectsOfTypeAll(typeof(Texture));
for(int i = 0; i < textures.Length; i++)
{
if(textures[i].name == string.Empty)
{
continue;
}
if(textures[i].name != "LOADING")
{
Debug.Log("UnloadAsset: textures[i].name = "+textures[i].name);
Resources.UnloadAsset( textures[i] );
}
3. Attach it to camera and run
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