I’d love to provide some reproducible steps but I’m not sure what is causing this.
Starting a fresh empty scene and running it immediately causes 4 warnings. 3x:
GarbageCollector disposing of ComputeBuffer allocated in C:\Unity\Host 3D - 2019.2 alpha\Library\PackageCache\firstname.lastname@example.org\Runtime\Sky\SkyRenderingContext.cs at line 39. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer. UnityEngine.ComputeBuffer:Finalize()
And a critical error 1x:
Unknown profiler data message in thread block: 2, previous message was 65535
- I was initially on the 2019.1 beta before
upgrading to this.
- I am using the HDRP, but the project started originally in the LWRP
- I didn’t get these errors in the .1 beta
- I have dabbled in ECS packages in this project, but have removed them for now in wait of further stability. I don’t know whether any assets may be left causing issues, but I deleted all my ECS scripts and prefabs.
These errors appear alongside a great deal more errors when it is not a fresh scene (ie, including the rest of my assets).
For example, I get seemingly random prefabs (that usually work fine) throwing errors about assets not unloading metadata path. These seem to come in little triplets of errors:
Recursive rendering is not supported in SRP (are you calling Camera.Render from within a render pipeline?). UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Assertion failed on expression: '!GetPersistentManager().IsStreamLoaded(metaDataPath)' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Asset import did not unload metadata path. This will leak memory. File a bug with repro steps please. (Assets/Prefabs/Parts/Hands/Cannons/Gauss Cannon.prefab) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
If anyone has encountered this and has advice (or can advise me what I can do to help me express my issue a little less vaguely) let me know. I have not messed about with any HDRP options, or camera options prior to this happening.