Texture Memory is never released when changing scenes


We are running out of memory when switching between scenes causing VisionOS to close our app after issuing memory warning events.

It seems to accumulate in memory even after a scene is completely unloaded.

We are using additive scene loading with an intermediate scene. (to prevent another crash from not rendering for more than 3 seconds)

Is there a way to manually release memory allocations for textures or is this an unexpected behavior?

Managed to fix this with

        AsyncOperation unloadOperation = Resources.UnloadUnusedAssets();


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Hey there! Thanks for reporting, and sharing your workaround. I’m pretty sure this is a bug, though. Can you submit a bug report and repro project when you have a chance?

Only if someone looks into IN-68795 for me from Feb so we can get it in before our earth day launch. :stuck_out_tongue:

Joking aside, I will when I get a chance but since it involves our entire project, and requires approval from leadership, it may take a bit before I can get it sent up.

No problem! And for sure, we’re still working on IN-68795 :sweat_smile:

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