I have a scene that is crashing the application after 3 to 3.5 hours with the above message.
I’ve seen other references to the RenderTexture.GetTemporary() causing issues if you don’t use ReleaseTemporary. However, I am not using that call at all.
The fact that it takes hours to fail is not helping. Is there a way to measure the # of resource id’s grabbed so far to help shorten this timeframe somewhat?
I’ve used the profiler and I don’t see anything obvious.
Close I suppose. However, the application was not running in the Editor. We found a camera that was using a culling mask layer. However, no objects were assigned to that layer. We deleted the camera and have had no more problems.
With that said, I do believe that the camera’s clear flag was set to Don’t Clear.
Is there anyway to measure when this (whatever “this” is) is occuring?
Hi i just started getting this as well and it is related to job system, or burst compiler or the use of native containers etc - basically something DOTS related. Since thats when it started happening for me in version 2021.3.1f1
I am on windows 10.
I am disposing all the data - got no warnings that something has not been disposed, the jobs all work correctly too. But if i leave everything idle for a few minutes hundreds of these messages appear in my console log.
It only stops once i close the editor and re-open it.
Whats more strange is its talking about GFX stuff but my project hasn’t touched anything to do with graphics, I have only been playing around with jobs and burst.
I have since fixed it, it turns out to be related to Gizmos DrawMesh in my case. Once i commented that line out I never had the bug appear again. Now i just use an actual mesh to display triangulation output.
Unity 2021.3.27f1 on mac, getting the same error, also occurring after a couple hours of running the game. It also immediately occurs if I exit play mode and reenter play mode.
I see a couple other people mentioning indirect functions that create meshes so I’ll tack on that for my script that seems to cause the error, I was creating a mesh object, creating then setting its lists of vertices, normals, and triangles, then assigning it to a MeshFilter and MeshCollider (in Update, per object). Everything else in the function is vector math and trig.
My bandaid solution is to minimize calling the function.
Unity 2021.3.29f1 Windows. Using URP. Leave the editor for a few hours to attend to something and come back to find this happening. I’m not running the game, this is just the editor. I don’t know what’s causing it, or how to fix it. I only have one camera.