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Getting "Native Collection has not been disposed" errors in 3.0

Open DoomT-AliW opened this issue 1 year ago • 1 comments

A Native Collection has not been disposed, resulting in a memory leak. Allocated from:
Unity.Collections.NativeReference`1:.ctor(Int32, AllocatorHandle) (at .\Library\PackageCache\[email protected]\Unity.Collections\NativeReference.cs:62)
Vertx.Debugging.UnmanagedCommandContainer`1:Initialise(Int32, Boolean) (at Assets\VertxDebugging\Runtime\CommandBuilder\UnmanagedCommandContainer.cs:122)
Vertx.Debugging.UnmanagedCommandGroup:Initialise(Boolean, Allocations) (at Assets\VertxDebugging\Runtime\CommandBuilder\UnmanagedCommandBuilder.cs:47)
Vertx.Debugging.UnmanagedCommandBuilder:Initialise() (at Assets\VertxDebugging\Runtime\CommandBuilder\UnmanagedCommandBuilder.cs:75)
Vertx.Debugging.CommandBuilder:Initialise() (at Assets\VertxDebugging\Runtime\CommandBuilder\CommandBuilder.cs:74)
System.Reflection.RuntimeMethodInfo:InternalInvoke(RuntimeMethodInfo, Object, Object[], Exception&)
System.Reflection.RuntimeMethodInfo:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes()

Happens usually when I exit playmode or recompile. Note that I have domain reload disabled, also note that I have the library embedded in my project hence the different path trace.

Unity 2023.2.16f1

Burst 1.8.18

DoomT-AliW avatar Nov 12 '24 16:11 DoomT-AliW

I'm unsure how that can occur as Dispose is called before the assemblies reload. I also don't get the errors on my side.

2023.2 is also a really weird version to be on—Unity 6 is LTS, you should be using that as it's the continuation of the 2023 cycle.

vertxxyz avatar Nov 12 '24 22:11 vertxxyz