Closed ecuzzillo closed 1 year ago
I apologize for the delayed response. I've tested the current version (v3.0.2) and found that, even with Full Stack Trace on, there weren't any errors. So, I'm going to close this issue for now. But, if the same problem pops up again in the future, don't hesitate to reopen it. Thank you.
What version did you test it in? Leak detection was broken in 22.2 until 22.2.14.
When I enable leak detection with full stack traces, I have the following error:
I expect this array needs to be disposed somewhere that gets called in asset import workers.
[Worker0] A Native Collection has not been disposed, resulting in a memory leak. Allocated from: — at new Unity.Collections.NativeArray(int length, Allocator allocator, NativeArrayOptions options)
at void uLipSync.MfccData.Allocate() in D:/repos/babysteps/babysteps/Library/PackageCache/com.hecomi.ulipsync@5b08f31772/Runtime/Core/Profile.cs:39
at void uLipSync.Profile.OnEnable() in D:/repos/babysteps/babysteps/Library/PackageCache/com.hecomi.ulipsync@5b08f31772/Runtime/Core/Profile.cs:110
at Object UnityEditor.AssetDatabase.LoadMainAssetAtPath(string)
at void UnityEditor.Search.AssetIndexer.IndexProperties(in int documentIndex, in string path, in bool hasCustomIndexers)
at void UnityEditor.Search.AssetIndexer.IndexDocument(string path, bool checkIfDocumentExists)
at void UnityEditor.Search.SearchIndexEntryImporter.OnImportAsset(AssetImportContext ctx)
at void UnityEditor.AssetImporters.ScriptedImporter.GenerateAssetData(AssetImportContext ctx)