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Bug "Resource ID out of range in GetResource" and Texture2D taking all the memory.

Discussion in 'Editor & General Support' started by MaximeChaos, Jul 13, 2021.

  1. MaximeChaos

    MaximeChaos

    Joined:
    Apr 8, 2017
    Posts:
    13
    Hi everyone! Hope your day is better than mine haha!

    Let me start by telling you that I can fully work on my project and I can enter Play Mode to test without any problem whatsoever. But after 1 to 4 hours working on it, I get the "Resource ID out of range" error and have to restart the engine. Sadly, this error didn't mention any resource/file/code or anything. So I took a look at the Editor.log and when I quit Play Mode, here is what happen:
    Then after a long time working on the project, the Loaded Objects is getting enormous.
    And then this error starts to spam the console until I restart the project:
    X being incremented by two each time (10485-77,79,81, etc.)
    The camera and UI go black, etc. Well, the usual for this specific error as I found out.

    Now I knew that something was wrong with the unloading of certain assets. So I tried restarting the project on an empty scene, and Enter/Exit Play Mode again and again, and here is what I got:
    In a complete scene, those unloaded objects were growing much more rapidly, but still! Now I knew that even in an empty scene I got around 100 new unloaded objects per Play.
    So I searched a lot around the web to find these kinds of errors. And I found what I thought would be the holy grail for my problem: The Memory Profiler.

    So I imported this preview package and started using it to find what were all those unloaded objects. And I found out that it was "Texture2D" that was growing like crazy. After only some minutes, Texture2D had in one capture more than 1000 New references. Here is a screenshot of some of those "New" "Texture2D" "Native Object" between two Memory Profiler captures.

    So now I have found that the Resource ID out of range error was caused by some Texture2D objects which keep pilling up on the memory.
    The problem is that now I don't know what to do to find and fix those Texture2D. Like I said, even on an empty scene with no camera they are pilling up. And on big scenes which contain no Texture2D, they are pilling up even faster. I also have the impression that moving the camera around makes those Texture2D "spawn" on Memory way faster, but since captures are not real time, I'm only 90% sure.

    What's sad is that there is no information about them, no name, no source. And I couldn't find anyone having a similar issue. So here I am, 100% open to any suggestion! If you can help me in any way, even by pointing in a helpful direction or telling me to try some voodoo shenanigans, I would be very glad. I just want to fix this so I can sleep again.

    Environment:
    • Unity Version: 2020.3.5f1
    • OS: Windows 10 pro (up to date)
    • Machine specs: CPU:AMD Ryzen 7 2700X - GPU: Radeon RX Vega - RAM: 16Gb
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,686
    Are you
    new
    -ing up Texture2Ds (or other related things like RenderTextures) in your code? If so, make sure you Destroy() them.
     
    mike_kon likes this.
  3. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,450
    Click on the blue number in the Reference column to see what's holding them in memory. There's a good chance that that's related to what created them.
     
  4. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,450
    Those instances IDs being negative also means this is not connected to normal assets but textures created on the fly, like Kurt mentioned, look through your projects code for any place that creates new Texture2Ds. Wherever you find these instances, remember to assign the .name property of these texture objects to make them easier to identify in the memory Profiler. And yes, remember to call Destroy on them or see if you can't reuse them instead of constantly recreating them.
     
    Joe-Censored and Kurt-Dekker like this.
  5. MaximeChaos

    MaximeChaos

    Joined:
    Apr 8, 2017
    Posts:
    13
    Hi! First of all, thank you two for trying to help me, much appreciated!

    I only do this in two instances, one to set a custom texture to a prefab material and another to take a screenshot and set it on a RenderTexture which is also a prefab itself. So both of those instances are canceling the previous one every time, I never need to Destroy any since I only reuse those two prefab materials. But I still tried my luck and even after coding out those and refreshing, the loaded objects keep growing in the Editor.log.
    BUT I'm not the only coder here, since our project is quite big we rely on many assets from the asset store including but not limited to GUI, camera filters, and post-process effects. So the error(s) could still be inside one of those scripts I "didn't" have to touch.

    I did click on everything to see if I could understand anything from it but had no luck. Let's try again!
    So I do the following in order to create a good memory capture and try to find the source of my nightmares:
    - Create a new empty scene (no camera, no game objects, empty)
    - Save and restart Unity
    - Open Unity directly on this empty scene
    - Enter and Exit Play Mode once
    - Take a Memory Capture
    - Enter and Exit Play Mode again and again, until the Editor.log fills up a little
    First time exiting Play Mode:
    ~20th time exiting Play Mode:
    - Take a second Memory Capture
    - Open them both

    First Capture (13:01:31)
    Texture2D (962) 84.1MB
    System.String (2191779) 284.2 MB


    Second Capture (13:13:34)
    Texture2D (3086) 0.66 GB
    System.String (3011768) 392.2 MB


    All the rest didn't change or so little it can be ignored.
    Now to show the difference between both snapshots I click on Diff.
    - Click Group on Type to get every Texture2D grouped in one place
    - Click on Sort Ascending on Native Instance ID so every Texture2D is sorted.
    So now I have this:

    But now when I click on those negative instance ID Texture2D, I get nothing more.
    From Native Instance ID -9242 to -8840 they do have a Referer, but after that there is none (and it's the majority).
    Like those two Texture2D at index 7885 and 7886 for example:

    Both of them are "New" Texture2D on the second snapshot, and only one has a Referer (since it's in the 9242-8840 range).
    So now let me show you what I get when I click on this 2.4 MB Texture2D Referer:

    Some Referers have their own multiple Referers, but if I click through them I just go to the bottom of it and it's the same thing, there is no path or native object name anywhere. The only thing changing when going through these Referers are the Type, which becomes many other things than Texture2D (like Dictionary. Entry, System.String, System.Int32, etc.).
    Sadly it doesn't help me much, or am I missing something? Shouldn't there be a script/file path there?
    Is there another way to see in more detail those Texture2D? Or find what put them here, that would be so great.

    I'm going to try finding that, but the project is so big (>100GB) it will take me quite some time to find all of those. But I will start right now, hoping for the best but I don't really believe in my chances to find any errors this way. Without Unity pointing me in some direction, it will be quite difficult not to say impossible to find the source of this problem (or these problems, it could be many errors).

    The other thing I can't wrap my mind around is the fact that a big scene with a camera, buildings, players, etc. makes those unloading Texture2D grow faster than an empty scene, but that an empty scene still makes those Texture2D grow. I just can't understand the logic behind that.

    Gentlemen, do not hesitate a second to tell me if any other idea comes to your beautiful minds!
    And again, thank you for taking the time to help me.
     
  6. MaximeChaos

    MaximeChaos

    Joined:
    Apr 8, 2017
    Posts:
    13
    I spent the day manually verifying 184 scripts and didn't find any problem with them.
    I created a new project with the same Unity version and copied every project's file one by one.
    Between each importation, I Entered and Exited Play Mode multiple times and inspected the Editor.log.
    Then when I imported Bolt, the unloading objects came back.
    I couldn't believe that Bolt was doing this, I thought it was some Macro I did wrong or something, so I created a new empty 2020.3.5f1 project.
    And then I only imported Bolt from the Package Manager (1.4.15)
    And watch this Editor.log:
    [Licensing::Module] Channel doesn't exist: "LicenseClient-Master"
    [Licensing::Module] Successfully launched the LicensingClient (PId: 12732)
    [Licensing::Module] Successfully connected to LicensingClient on channel: "LicenseClient-Master" (connect: 0.46s, validation: 0.05s, handshake: 0.63s)
    [Licensing::Module] Connected to LicensingClient (PId: 12732, launch time: 0.00, total connection time: 1.13s)
    Entitlement-based licensing initiated
    [LicensingClient] Licenses updated successfully

    LICENSE SYSTEM [2021714 19:23:8] Next license update check is after 2021-07-15T10:42:20


    LICENSE SYSTEM [2021714 19:23:8] Machine binding 1 mismatch: (value of current machine) 00330-80000-00000-AA038 != 00330-80000-00000-AA830 (value in license file). Reason might be there is a hardware change on this machine after the license was activated.


    LICENSE SYSTEM [2021714 19:23:8] Current license is already valid and activated. Skipping license activation process (Provided username/password will be ignored).
    Built from '2020.3/staging' branch; Version is '2020.3.5f1 (8095aa901b9b) revision 8426922'; Using compiler version '192528614'; Build Type 'Release'
    OS: 'Windows 10 Pro; OS build 19042.1083; Version 2009; 64bit' Language: 'fr' Physical Memory: 16310 MB
    [Licensing::Module] Serial number assigned to: "F4-96CB-W2NC-BTPN-NX8D-XXXX"
    BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1, IsPro: 0
    [Package Manager] Server::Start -- Port 54634 was selected

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    Integration of assets: 0.005 ms
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    Unloading 1432 unused Assets to reduce memory usage. Loaded Objects now: 1606.
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    [MODES] ModeService[none].Initialize
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    [MODES] Loading mode Default (0) for mode-current-id-Bolt Only
    [LAYOUT] About to load Library/CurrentLayout-default.dwlt, keepMainWindow=False
    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    [MODES] ModeService[default].InitializeCurrentMode
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    IsTimeToCheckForNewEditor: Update time 1626285390 current 1626283519
    <RI> Initializing input.

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    D3D11 device created for Microsoft Media Foundation video decoding.
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    gi::BakeBackendSwitch: switching bake backend from 3 to 1.
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    UPID request failed, Reason: The requested URL returned error: 404 Not Found (404).
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    .Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
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    Unloading 37 unused Assets to reduce memory usage. Loaded Objects now: 2500.
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    <RI> Initialized touch support.

    Reloading assemblies for play mode.
    Begin MonoManager ReloadAssembly
    Native extension for UWP target not found
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    Native extension for WindowsStandalone target not found
    Native extension for OSXStandalone target not found
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    Unloading 56 unused Assets to reduce memory usage. Loaded Objects now: 2491.
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    Reloading assemblies for play mode.
    Begin MonoManager ReloadAssembly
    Native extension for UWP target not found
    Native extension for LinuxStandalone target not found
    Native extension for WindowsStandalone target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 0.44 ms, found 0 plugins.
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    [MODES] ModeService[none].Initialize
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    [MODES] Loading mode Default (0) for mode-current-id-Bolt Only
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    - Completed reload, in 1.768 seconds
    Platform modules already initialized, skipping
    Loaded scene 'Temp/__Backupscenes/0.backup'
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    Unloading 54 Unused Serialized files (Serialized files now loaded: 0)
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    Unloading 55 unused Assets to reduce memory usage. Loaded Objects now: 2491.
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    <RI> Initialized touch support.

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    Filename: C:\Unity\2020.3.5f1\Editor\Data\MonoBleedingEdge\bin/mono.exe
    Filename: C:\Unity\2020.3.5f1\Editor\Data\MonoBleedingEdge\bin/mono.exe
    Filename: C:\Unity\2020.3.5f1\Editor\Data\MonoBleedingEdge\bin/mono.exe
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    Arguments: C:/Unity/2020.3.5f1/Editor/Data/Tools/ScriptUpdater/AssemblyUpdater.exe update -a Assets/Ludiq/Assemblies/Bolt.State.Runtime.dll --output C:/Users/Master/AppData/Local/Temp/tmp45a9695a.tmp --api-version 2020.3.5f1 -s "C:\Unity\2020.3.5f1\Editor\Data\Managed,+D:/Unity Projects/Bolt Only/Assets,+C:\Unity\2020.3.5f1\Editor\Data\Managed" C:/Unity/2020.3.5f1/Editor/Data/Managed/UnityEngine.dll
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    - Starting compile Library/ScriptAssemblies/UnityEditor.TestRunner.dll
    - Finished compile Library/ScriptAssemblies/UnityEngine.UI.dll in 0,606785 seconds
    - Finished compile Library/ScriptAssemblies/UnityEditor.TestRunner.dll in 0,470869 seconds
    - Starting compile Library/ScriptAssemblies/UnityEditor.UI.dll
    - Finished compile Library/ScriptAssemblies/UnityEditor.UI.dll in 0,401057 seconds
    - Starting compile Library/ScriptAssemblies/Unity.VSCode.Editor.dll
    - Starting compile Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll
    - Starting compile Library/ScriptAssemblies/Unity.Timeline.dll
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    - Starting compile Library/ScriptAssemblies/Unity.Rider.Editor.dll
    - Finished compile Library/ScriptAssemblies/Unity.VSCode.Editor.dll in 0,544665 seconds
    - Finished compile Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll in 0,660299 seconds
    - Finished compile Library/ScriptAssemblies/Unity.Timeline.dll in 0,667229 seconds
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    - Starting compile Library/ScriptAssemblies/Unity.Timeline.Editor.dll
    - Finished compile Library/ScriptAssemblies/Unity.CollabProxy.Editor.dll in 0,791901 seconds
    - Finished compile Library/ScriptAssemblies/Unity.TextMeshPro.dll in 0,930874 seconds
    - Starting compile Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll
    - Finished compile Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll in 0,697216 seconds
    - Finished compile Library/ScriptAssemblies/Unity.Timeline.Editor.dll in 0,96821 seconds
    - Finished script compilation in 3,071378 seconds
    Reloading assemblies after forced synchronous recompile.
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    Native extension for UWP target not found
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    RefreshInfo: StopAssetImportingV2(NoUpdateAssetOptions) scanfilter:
    RefreshProfiler: Total: 52.747ms
    <RI> Initialized touch support.

    Start importing Assets/Ludiq/Bolt.Flow/Generated/UnitOptions.db using Guid(0ab06eef236839d41b687d0dbf01cdcb) Importer(-1,00000000000000000000000000000000) -> (artifact id: '61561075db49eec87c65d5a68d5a78ff') in 0.000598 seconds
    Refreshing native plugins compatible for Editor in 0.29 ms, found 1 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    Refresh completed in 0.036922 seconds.
    RefreshInfo: RefreshV2(NoUpdateAssetOptions) scanfilter:
    RefreshProfiler: Total: 36.892ms
    Reloading assemblies for play mode.
    Begin MonoManager ReloadAssembly
    Native extension for UWP target not found
    Native extension for LinuxStandalone target not found
    Native extension for WindowsStandalone target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 0.32 ms, found 1 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    [MODES] ModeService[none].Initialize
    [MODES] ModeService[none].LoadModes
    [MODES] Loading mode Default (0) for mode-current-id-Bolt Only
    Mono: successfully reloaded assembly
    - Completed reload, in 2.682 seconds
    Platform modules already initialized, skipping
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.781 ms
    Integration: 78.673 ms
    Integration of assets: 0.001 ms
    Thread Wait Time: 16.880 ms
    Total Operation Time: 96.334 ms
    [MODES] ModeService[default].RefreshMenus
    [MODES] ModeService[default].UpdateModeMenus
    Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.513 ms
    Integration: 51.167 ms
    Integration of assets: 0.001 ms
    Thread Wait Time: 17.267 ms
    Total Operation Time: 68.948 ms
    System memory in use before: 159.9 MB.
    System memory in use after: 160.1 MB.

    Unloading 312 unused Assets to reduce memory usage. Loaded Objects now: 3390.
    Total: 129.929200 ms (FindLiveObjects: 0.308200 ms CreateObjectMapping: 0.048700 ms MarkObjects: 129.333400 ms DeleteObjects: 0.236900 ms)

    <RI> Initialized touch support.

    Reloading assemblies for play mode.
    Begin MonoManager ReloadAssembly
    Native extension for UWP target not found
    Native extension for LinuxStandalone target not found
    Native extension for WindowsStandalone target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 0.87 ms, found 1 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    [MODES] ModeService[none].Initialize
    [MODES] ModeService[none].LoadModes
    [MODES] Loading mode Default (0) for mode-current-id-Bolt Only
    Mono: successfully reloaded assembly
    - Completed reload, in 3.240 seconds
    Platform modules already initialized, skipping
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.524 ms
    Integration: 48.134 ms
    Integration of assets: 0.001 ms
    Thread Wait Time: 17.236 ms
    Total Operation Time: 65.895 ms
    [MODES] ModeService[default].RefreshMenus
    [MODES] ModeService[default].UpdateModeMenus
    Unloading 70 Unused Serialized files (Serialized files now loaded: 0)
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.562 ms
    Integration: 50.123 ms
    Integration of assets: 0.003 ms
    Thread Wait Time: 19.102 ms
    Total Operation Time: 69.790 ms
    System memory in use before: 162.4 MB.
    System memory in use after: 162.6 MB.

    Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 3514.
    Total: 90.925100 ms (FindLiveObjects: 0.307500 ms CreateObjectMapping: 0.042300 ms MarkObjects: 90.391800 ms DeleteObjects: 0.181700 ms)

    Reloading assemblies for play mode.
    Begin MonoManager ReloadAssembly
    Native extension for UWP target not found
    Native extension for LinuxStandalone target not found
    Native extension for WindowsStandalone target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 0.86 ms, found 1 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    [MODES] ModeService[none].Initialize
    [MODES] ModeService[none].LoadModes
    [MODES] Loading mode Default (0) for mode-current-id-Bolt Only
    Mono: successfully reloaded assembly
    - Completed reload, in 3.462 seconds
    Platform modules already initialized, skipping
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.591 ms
    Integration: 49.359 ms
    Integration of assets: 0.001 ms
    Thread Wait Time: 18.038 ms
    Total Operation Time: 67.989 ms
    [MODES] ModeService[default].RefreshMenus
    [MODES] ModeService[default].UpdateModeMenus
    Unloading 70 Unused Serialized files (Serialized files now loaded: 0)
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.516 ms
    Integration: 50.660 ms
    Integration of assets: 0.001 ms
    Thread Wait Time: 19.109 ms
    Total Operation Time: 70.286 ms
    System memory in use before: 165.4 MB.
    System memory in use after: 165.6 MB.

    Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 3638.
    Total: 91.070200 ms (FindLiveObjects: 0.327600 ms CreateObjectMapping: 0.046200 ms MarkObjects: 90.510200 ms DeleteObjects: 0.182200 ms)

    Reloading assemblies for play mode.
    Begin MonoManager ReloadAssembly
    Native extension for UWP target not found
    Native extension for LinuxStandalone target not found
    Native extension for WindowsStandalone target not found
    Native extension for OSXStandalone target not found
    Refreshing native plugins compatible for Editor in 0.87 ms, found 1 plugins.
    Preloading 0 native plugins for Editor in 0.00 ms.
    [MODES] ModeService[none].Initialize
    [MODES] ModeService[none].LoadModes
    [MODES] Loading mode Default (0) for mode-current-id-Bolt Only
    Mono: successfully reloaded assembly
    - Completed reload, in 3.251 seconds
    Platform modules already initialized, skipping
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.542 ms
    Integration: 73.920 ms
    Integration of assets: 0.001 ms
    Thread Wait Time: 18.846 ms
    Total Operation Time: 93.310 ms
    [MODES] ModeService[default].RefreshMenus
    [MODES] ModeService[default].UpdateModeMenus
    Unloading 70 Unused Serialized files (Serialized files now loaded: 0)
    Loaded scene 'Temp/__Backupscenes/0.backup'
    Deserialize: 0.518 ms
    Integration: 44.052 ms
    Integration of assets: 0.002 ms
    Thread Wait Time: 18.950 ms
    Total Operation Time: 63.521 ms
    System memory in use before: 168.3 MB.
    System memory in use after: 168.6 MB.

    Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 3762.
    Total: 90.537100 ms (FindLiveObjects: 0.328600 ms CreateObjectMapping: 0.042700 ms MarkObjects: 89.990500 ms DeleteObjects: 0.173400 ms)
    Same thing as before, and if I continue entering/exiting Play Mode I get:
    Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 3886.
    Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 4010.
    Unloading 71 unused Assets to reduce memory usage. Loaded Objects now: 4134.

    The issue is there. I still can't believe my eyes.
    Importing Bolt on an empty 2020.3.5f1 project creates this problem.

    EDIT 1: So now I will try to import Bolt on an empty project with the latest 2020 version (2020.3.14f1) to see if this happens there too.
     
    Last edited: Jul 14, 2021
  7. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,450
    Yeap so that's the managed wrapper object for the native Texture2D object. The 1 referer to this object could shed more light on what it is because it would be some C# reference. Hunting down the reference chain by clicking through these numbers is terrible UX but outside of using Heap Explorer which already has a Paths to Roots view (the Memory Profiler package one will get that too eventually, it'd just going through a long refactor and restructuring right now).

    Your IDE should be able to help you search for these via e.g. a "Find References Of" (Shift + F12) search on new Texture2D() and friends. Changing the code that creates textures to give all of them a name is going to pay off going forward if other issues arise with these later or just to be able to better understand the memory usage.

    Btw, allocation call-stacks reporting would be another way for unity to give you more context but that system isn't fully done yet, but something we want to ship eventually.
     
  8. MaximeChaos

    MaximeChaos

    Joined:
    Apr 8, 2017
    Posts:
    13
    Like I said, I found from where the memory leak comes from! And it was not from me but an Unity Asset: Bolt.
    Crazy right?
    I posted it 40+ minutes ago on the thread but I get this message:
    "This message is awaiting moderator approval, and is invisible to normal visitors."
    I think it's because I don't post very often on this forum..

    Here is me quoting myself from 45 minutes ago:
    So now I imported Bolt on an empty project with the latest 2020 version (2020.3.14f1), and yes, it happens there too!

    So now I'm questioning if my computer could be in any way at fault or if this does happen to everybody using Bolt on Unity 2020 version and I would be the first to see it (doesn't seem very probable). I'm going to submit a bug report to Unity now! Hoping everything can be fixed.

    EDIT 1: Tried on another computer with Unity 2020.1, same thing happens.
    Well I filled and sent a bug report, it's still crazy that an error like this is still here after all this time with an asset so popular. I'm baffled.
     
    Last edited: Jul 14, 2021
    MartinTilo and Kurt-Dekker like this.
  9. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,450
    Glad you found it and thank you very much for reporting it as a bug!
    Did you get an issue ID yet that you could share here so I can get the team a bit of a heads-up on it?
     
  10. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,450
    Well, it happens. It happened to the memory Profiler. Twice. And we really should have known better ¯\_(ツ)_/¯
     
  11. MaximeChaos

    MaximeChaos

    Joined:
    Apr 8, 2017
    Posts:
    13
    Case 1350616! :D
    I tried to explain the best way I could but I'm not a native English speaker so I hope I was clear (both here and in the Bug Report).

    I'm just very happy that I found this! And I am also happy that all my code was good in the end haha. I should have tried my second method (reimporting the project file by file) before spending 6 hours checking all those scripts haha. But at least it's done now!

    Thanks again for your help!
     
    MartinTilo likes this.