SpriteSkin memory leak (Leaked Managed Shell)

It seems that when a game object with a SpriteSkin component is destroyed, the Leaked Managed Shell object continues to accumulate.

It looks like the Leaked Managed Shell is caused by the DeformationManager still having the reference.
Is this a bug in the SpriteSkin system? Or does it require some release?

Package: “com.unity.2d.animation”: “10.1.4”,
Target Platform: Android Build


Hi @ysalpha, the 10.1.4 is the newest release of the 2d animation package.

Would you please be able to file a bug report so that we can investigate this issue?

I submitted a bug. CASE IN-91239.
The same thing is happening with StandalonePlayer as well as Android, so it would be easier to check there.

Thank you for submitting a ticket. We’ll take a look and follow up on progress.

@ysalpha thank you for logging this issue. I looked into it and some internal data structures leave reference to destroyed bones, however this issue happens only when there are no Sprite Skin’s in the scene. If you add any Sprite Skin, it will be cleared on the next frame.

Fix to this will land in the next version of the package.

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