Unload New Universal Render Pipeline Asset

Here is a snippet from my memory profiling comparison between two snapshots:


The snapshots were taken like so:
Snapshot A: after my game had done loading and the game is sitting idle in the lobby.
Snapshot B: after coming back from match - this means i had unload my lobby scene, loaded a match scene and then unloaded the match scene and finally loading the lobby scene again.
after every unload operation i use RemoveUnusedItems, however i am still not sure why is this happening.

I think Unity reserves memory for texture cookies at all times when an asset has it enabled. You can fully disable to feature to get rid of it I assume, or uncheck that quality tier in the Quality settings.

If you do use it in some scènes but not all, I don’t see that 16MB of memory can be a big issue

Hm, it probably makes sense just incase a light cookie is used?

But maybe it’s a bug?

Good to know though, I haven’t been using those but i keep them on lol.

The size is not the issue, i am just curios on why it keeps on living even though i destroy the scene that brought it, and as far as i can tell there are no pointer to it in my code, i’ll try to check the quality settings for it.
Thanks

could be a similar bug to what is discussed in this thread - [Editor] URP does not seem to dispose unused Cookie Atlasses properly - fills whole RAM - #5 by azatoch1

2 Likes