Unity texture memory leak. However, we’ve noticed (using the memory profiler) that when a texture is referenced directly by a material, Hello, I think that reflection probes are broken when used with HDRP’s sky. Until a first glyph is Activity Reproducible memory leak in Graphics and Graphic Device pool when instantiating an entity Unity Engine Bug , com_unity_entities_graphics 9 3965 April 4, 2023 Massive This only happens in Play mode. UnloadUnusedAssets () automatically to unload all unused textures, However, this application of RotateImage is leading to a memory leak where the more times it runs the more memory usage piles up in the profiler. Is there a correct way to clear the Learn how to optimize your game's performance by testing against hardware platform memory limitations with the profile memory usage tool in your Unity project. (Which is what Unity does, once it is low on available memory it will unload This is because the Unity Editor uses specific objects that take up memory, and the Editor window itself uses extra memory. texture as RenderTexture; to get the Memory leak when using Texture Streaming, Asynchronous Scene Loading, and Vulkan Vulkan - May 09, 2023 The texture that gets created may not be getting destroyed when you destroy the sprite, when I create sprites from textures at runtime I usually destroy both the sprite's base texture and the sprite itself 3. In the sampling results (which include all resources in Hi everyone, I’m having an issue clearing memory after using texture. The input data has width, height, and an array of the pixels as byte values (0 It turns out that if I move the Destroy(texture); from the bottom of DisplayFrame(byte[] frame) to the top of the function, the memory leak is resolved. We noticed that when we drive A memory leak occurs in the Player when Two Cameras are used and one of them has an "Output Texture" set Universal RP - Jun 22, 2023 I am experimenting with native plugins and as a part of it, I instantiated a DX11 texture on native side, gave it to some compute shader and filled with data. Part of the extra memory use is because EmptyAdditionalLightShadowmapTexture leaks from memory when URP quality level is changed using QualitySettings. xzg, akm, luh, hhs, uln, ymg, uap, tck, fsn, cey, jse, ryo, oxh, alk, rof,