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Question by lucaswhitaker22 · May 08, 2021 at 03:06 PM · buggoogle play gamesmemory leakruntime-error

Error at Runtime: A Native Collection has not been disposed, resulting in a memory leak

Hello,

I recently installed the Google Play Service Library from Github. When I set it up, the following error message appeared:

It's non-critical, as my game still runs. However, a memory leak doesn't sound good, so I would like to fix it. Unfortunately, I have no idea how to deal with something like this (i'm a first year software eng student, so this is all new to me).

Does anyone know what may be causing this error? Is their a simple solution or do I need to run a memory profiler?

 A Native Collection has not been disposed, resulting in a memory leak. Allocated from:
 Unity.Collections.NativeArray`1:.ctor(Byte[], Allocator) (at /Users/bokken/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:69)
 UnityEngine.Networking.UploadHandlerRaw:.ctor(Byte[]) (at /Users/bokken/buildslave/unity/build/Modules/UnityWebRequest/Public/UploadHandler/UploadHandler.bindings.cs:98)
 UnityEngine.Networking.UnityWebRequest:SetupPost(UnityWebRequest, WWWForm) (at /Users/bokken/buildslave/unity/build/Modules/UnityWebRequest/Public/WebRequestExtensions.cs:206)
 UnityEngine.Networking.UnityWebRequest:Post(String, WWWForm) (at /Users/bokken/buildslave/unity/build/Modules/UnityWebRequest/Public/WebRequestExtensions.cs:184)
 System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
 System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
 System.Reflection.MethodBase:Invoke(Object, Object[])
 Google.PortableWebRequest:StartRequest(HttpMethod, String, IDictionary`2, WWWForm) (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/PortableWebRequest.cs:481)
 Google.<StartRequestOnMainThread>c__AnonStorey6:<>m__C() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/PortableWebRequest.cs:443)
 /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/PortableWebRequest.cs:443)
 Google.RunOnMainThread:ExecuteNext() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:486)
 Google.RunOnMainThread:<ExecuteAllUnnested>m__12() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:536)
 Google.RunOnMainThread:RunAction(Action) (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:343)
 Google.RunOnMainThread:ExecuteAllUnnested(Boolean) (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:530)
 Google.RunOnMainThread:ExecuteAll() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:512)
 UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:327)
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avatar image ThatMasonGuy · Jul 06, 2021 at 08:46 AM 0
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Any Update on this, Having the same exact problem

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Answer by jmclarenadinmo · Jul 06, 2021 at 09:48 AM

Had the same issue in our SDK in 2021.1.13 (not in previous versions), unless you manually dispose the UnityWebRequest after use, this error is posted to the console. Of course you can't do this with someone else's SDK, so you are a bit stuck unfortunately, unless Unity or Google Play fix it.

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Answer by andrew-lukasik · Jul 06, 2021 at 10:09 AM

As a rule of thumb you can safely consider one-off memory leaks as not that dangerous.

It's those repeating ones that can easily crash your application and those should immediately raise your concerns.


These are the more important bits:


A Native Collection has not been disposed, resulting in a memory leak. Allocated from:

Unity.Collections.NativeArray`1:.ctor(Byte[], Allocator) (at /Users/bokken/buildslave/unity/build/Runtime/Export/NativeArray/NativeArray.cs:69)

UnityEngine.Networking.UploadHandlerRaw:.ctor(Byte[]) (at /Users/bokken/buildslave/unity/build/Modules/UnityWebRequest/Public/UploadHandler/UploadHandler.bindings.cs:98)

UnityEngine.Networking.UnityWebRequest:SetupPost(UnityWebRequest, WWWForm) (at /Users/bokken/buildslave/unity/build/Modules/UnityWebRequest/Public/WebRequestExtensions.cs:206)

UnityEngine.Networking.UnityWebRequest:Post(String, WWWForm) (at /Users/bokken/buildslave/unity/build/Modules/UnityWebRequest/Public/WebRequestExtensions.cs:184)

System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)

System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)

System.Reflection.MethodBase:Invoke(Object, Object[])

Google.PortableWebRequest:StartRequest(HttpMethod, String, IDictionary`2, WWWForm) (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/PortableWebRequest.cs:481)

Google.c__AnonStorey6:m__C() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/PortableWebRequest.cs:443)

/Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/PortableWebRequest.cs:443)

Google.RunOnMainThread:ExecuteNext() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:486)

Google.RunOnMainThread:m__12() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:536)

Google.RunOnMainThread:RunAction(Action) (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:343)

Google.RunOnMainThread:ExecuteAllUnnested(Boolean) (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:530)

Google.RunOnMainThread:ExecuteAll() (at /Users/chkuang/Workspace/Git/unity-jar-resolver/source/VersionHandlerImpl/src/RunOnMainThread.cs:512)

UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:327)


And when you read those lines now (from bottom to the top, order) you can figure out that this is Google's own code that is calling your engine code to allocate some memory for a UnityWebRequest:Post message (where Post means it sends data). So this web request likely failed or something and this is probably why you're seeing this message.


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