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I'm trying to track down the path to root for an asset that's not being garbage collected; I've used Heap Explorer's "paths to root" feature to do this successfully on this same project in the past, but now, when I try, it claims "0 paths to root" for the asset. I've definitely called Resources.UnloadUnusedAssets and GC.Collect since unloading the scene that originally contained the lingering asset; what could it mean for an asset to still be in memory after unloading unused and garbage collecting, despite zero paths to root? Is this a bug or am I misunderstanding something?
The text was updated successfully, but these errors were encountered:
I'm trying to track down the path to root for an asset that's not being garbage collected; I've used Heap Explorer's "paths to root" feature to do this successfully on this same project in the past, but now, when I try, it claims "0 paths to root" for the asset. I've definitely called Resources.UnloadUnusedAssets and GC.Collect since unloading the scene that originally contained the lingering asset; what could it mean for an asset to still be in memory after unloading unused and garbage collecting, despite zero paths to root? Is this a bug or am I misunderstanding something?
The text was updated successfully, but these errors were encountered: