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Addressables.LoadSceneAsync leads memory leaks

Discussion in 'Addressables' started by caochao88_unity, Jan 17, 2020.

  1. caochao88_unity

    caochao88_unity

    Joined:
    May 16, 2019
    Posts:
    26
    We are integrating addressables in an older version of Unity project, so scene management is in a mixed style, which means we either using Addressables.LoadSceneAsync or SceneManager.LoadSceneAsync. so when change to new scene by SceneManager.LoadSceneAsync, the previous scene which loaded by Addressables.LoadSceneAsync is not unloaded, thus scene instance listed in Addressables Event Viewer has always be increased. is this a situation of memory leak?
    have a look of below captures, you can see City_01(by Addressables.LoadSceneAsync) has more than one instances. so how can I do?
     

    Attached Files:

  2. caochao88_unity

    caochao88_unity

    Joined:
    May 16, 2019
    Posts:
    26
  3. Shaunyowns

    Shaunyowns

    Joined:
    Nov 4, 2019
    Posts:
    328
    Hey @caochao88_unity, I can totally chase this up for you, I'll send this over!
     
  4. caochao88_unity

    caochao88_unity

    Joined:
    May 16, 2019
    Posts:
    26
    thanks, pls let me know when things are progressing。
     
    GB_HB likes this.
  5. caochao88_unity

    caochao88_unity

    Joined:
    May 16, 2019
    Posts:
    26
    hey guys, what's the progress of this problem
     
    SkymapJosh likes this.