Hi all,
I’ve been having these 2 errors since the beginning of my project, and now I wanted to ask for help because I’m not sure how to fix them as I lack the proper experience to do so!
This error (warning)
is actually creating a GPU memory leak which is crashing my PC/Unity Editor after a various tests of the game or if I have it on Play mode for a bit. Also happens when I make a build of the game, the computer will crash after around 20 minutes playing it which is causing problems everyone testing my game.
I do not know what disposing of GraphicsBuffer entails, or how/where I would use GraphicsBuffer.Release or Dispose(). I am using this PS1 Shader from the asset store, which I suspect this problem is originating from but the creator of the asset is unresponsive to my emails so I can’t get his help.
If it doesn’t come from a Shader, would you guys know where it’s coming from?
This other error
I also have no idea what to do about it because I can’t find the path it gives in the error. can’t find this file here “Library/PackageCache/com.unity.settings-manager@1.0.2/Editor/PackageSettingsRepository.cs”
EDIT: Found the file, but I’m not sure what to do with it:
Script
using System;
using System.IO;
using UnityEngine;
namespace UnityEditor.SettingsManagement
{
/// <inheritdoc />
/// <summary>
/// A settings repository that stores data local to a Unity project.
/// </summary>
[Serializable]
public sealed class PackageSettingsRepository : ISettingsRepository
{
const string k_PackageSettingsDirectory = "ProjectSettings/Packages";
const bool k_PrettyPrintJson = true;
bool m_Initialized;
[SerializeField]
string m_Name;
[SerializeField]
string m_Path;
[SerializeField]
SettingsDictionary m_Dictionary = new SettingsDictionary();
/// <summary>
/// Constructor sets the serialized data path.
/// </summary>
/// <param name="package">
/// The package name.
/// </param>
/// <param name="name">
/// A name for this settings file. Settings are saved in `ProjectSettings/Packages/{package}/{name}.json`.
/// </param>
public PackageSettingsRepository(string package, string name)
{
m_Name = name;
m_Path = GetSettingsPath(package, name);
m_Initialized = false;
AssemblyReloadEvents.beforeAssemblyReload += Save;
EditorApplication.quitting += Save;
}
void Init()
{
if (m_Initialized)
return;
m_Initialized = true;
if (File.Exists(path))
{
m_Dictionary = null;
var json = File.ReadAllText(path);
EditorJsonUtility.FromJsonOverwrite(json, this);
if(m_Dictionary == null)
m_Dictionary = new SettingsDictionary();
}
}
/// <value>
/// This repository implementation is relevant to the Project scope.
/// </value>
/// <inheritdoc cref="ISettingsRepository.scope"/>
public SettingsScope scope
{
get { return SettingsScope.Project; }
}
/// <value>
/// The full path to the settings file.
/// This corresponds to `Unity Project/Project Settings/Packages/com.unity.package/name`.
/// </value>
/// <inheritdoc cref="ISettingsRepository.path"/>
public string path
{
get { return m_Path; }
}
/// <summary>
/// The name of this settings file.
/// </summary>
public string name
{
get { return m_Name; }
}
// Cannot call FindFromAssembly from a constructor or field initializer
// static string CreateSettingsPath(Assembly assembly, string name)
// {
// var info = PackageManager.PackageInfo.FindForAssembly(assembly);
// return string.Format("{0}/{1}/{2}.json", k_PackageSettingsDirectory, info.name, name);
// }
/// <summary>
/// Get a path for a settings file relative to the calling assembly package directory.
/// </summary>
/// <param name="packageName">The name of the package requesting this setting.</param>
/// <param name="name">An optional name for the settings file. Default is "Settings."</param>
/// <returns>A package-scoped path to the settings file within Project Settings.</returns>
public static string GetSettingsPath(string packageName, string name = "Settings")
{
return string.Format("{0}/{1}/{2}.json", k_PackageSettingsDirectory, packageName, name);
}
/// <summary>
/// Save all settings to their serialized state.
/// </summary>
/// <inheritdoc cref="ISettingsRepository.Save"/>
public void Save()
{
Init();
if (!File.Exists(path))
{
var directory = Path.GetDirectoryName(path);
Directory.CreateDirectory(directory);
}
#if UNITY_2019_3_OR_NEWER
if (!AssetDatabase.IsOpenForEdit(path))
{
if (!AssetDatabase.MakeEditable(path))
{
Debug.LogWarning($"Could not save package settings to {path}");
return;
}
}
#endif
try
{
File.WriteAllText(path, EditorJsonUtility.ToJson(this, k_PrettyPrintJson));
}
catch (UnauthorizedAccessException)
{
Debug.LogWarning($"Could not save package settings to {path}");
}
}
/// <summary>
/// Set a value for key of type T.
/// </summary>
/// <param name="key">The settings key.</param>
/// <param name="value">The value to set. Must be serializable.</param>
/// <typeparam name="T">Type of value.</typeparam>
/// <inheritdoc cref="ISettingsRepository.Set{T}"/>
public void Set<T>(string key, T value)
{
Init();
m_Dictionary.Set<T>(key, value);
}
/// <summary>
/// Get a value with key of type T, or return the fallback value if no matching key is found.
/// </summary>
/// <param name="key">The settings key.</param>
/// <param name="fallback">If no key with a value of type T is found, this value is returned.</param>
/// <typeparam name="T">Type of value to search for.</typeparam>
/// <inheritdoc cref="ISettingsRepository.Get{T}"/>
public T Get<T>(string key, T fallback = default(T))
{
Init();
return m_Dictionary.Get<T>(key, fallback);
}
/// <summary>
/// Does the repository contain a setting with key and type.
/// </summary>
/// <param name="key">The settings key.</param>
/// <typeparam name="T">The type of value to search for.</typeparam>
/// <returns>True if a setting matching both key and type is found, false if no entry is found.</returns>
/// <inheritdoc cref="ISettingsRepository.ContainsKey{T}"/>
public bool ContainsKey<T>(string key)
{
Init();
return m_Dictionary.ContainsKey<T>(key);
}
/// <summary>
/// Remove a key value pair from the settings repository.
/// </summary>
/// <param name="key"></param>
/// <typeparam name="T"></typeparam>
/// <inheritdoc cref="ISettingsRepository.Remove{T}"/>
public void Remove<T>(string key)
{
Init();
m_Dictionary.Remove<T>(key);
}
}
}
But I also suspect this might come from ProBuilder, as I was using it to create some blockouts of the levels, and then switched to UModeler and deleted the ProBuilder asset from the Package Manager.
But yeah, any help would be greatly appreciated, especially for the memory leak one which is pretty bad!