> AsyncOperationBase`1 UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:get_InternalOp ()+0x26 at (my project path)\Library\PackageCache\com.unity.addressables@1.1.10\Runtime\ResourceManager\AsyncOperations\AsyncOperationHandle.cs:[186:21-186:90] C#
Void UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:Release ()+0x2 at (my project path)\Library\PackageCache\com.unity.addressables@1.1.10\Runtime\ResourceManager\AsyncOperations\AsyncOperationHandle.cs:[68:13-68:50] C#
Void UnityEngine.ResourceManagement.ChainOperation`2:smile:estroy ()+0x7 at (my project path)\Library\PackageCache\com.unity.addressables@1.1.10\Runtime\ResourceManager\AsyncOperations\ChainOperation.cs:[49:13-49:35] C#
Void UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:smile:ecrementReferenceCount ()+0x71 at (my project path)\Library\PackageCache\com.unity.addressables@1.1.10\Runtime\ResourceManager\AsyncOperations\AsyncOperationBase.cs:[136:17-136:27] C#
Void UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:Release ()+0x7 at (my project path)\Library\PackageCache\com.unity.addressables@1.1.10\Runtime\ResourceManager\AsyncOperations\AsyncOperationHandle.cs:[68:13-68:50] C#
Void UnloadSceneOp:UnloadSceneCompleted (AsyncOperation)+0x16 at (my project path)\Library\PackageCache\com.unity.addressables@1.1.10\Runtime\ResourceManager\ResourceProviders\SceneProvider.cs:[143:21-143:49] C#
Void UnityEngine.AsyncOperation:InvokeCompletionEvent ()+0x16 at :-1 C#
From the Game view and Hierarchy it looks like the unload happens, however each time this happens I’m seeing leaks in the Addressable Profiler: