Memory leak after running animation rigging clip
I have a memory leak after running animation rigging clip Can someone help me?
A Native Collection has not been disposed, resulting in a memory leak. Allocated from: Unity.Collections.NativeArray`1:.ctor(Int32, Allocator, NativeArrayOptions) UnityEngine.Animations.Rigging.TransformSyncer:Create(Int32) (at Library\PackageCache\com.unity.animation.rigging@1.0.3\Runtime\AnimationJobs\RigSyncSceneToStreamJob.cs:18) UnityEngine.Animations.Rigging.RigSyncSceneToStreamJobBinder`1:Create(Animator, RigSyncSceneToStreamData&, Component) (at Library\PackageCache\com.unity.animation.rigging@1.0.3\Runtime\AnimationJobs\RigSyncSceneToStreamJob.cs:164) UnityEngine.Animations.Rigging.AnimationJobBinder`2:UnityEngine.Animations.Rigging.IAnimationJobBinder.Create(Animator, IAnimationJobData, Component) (at Library\PackageCache\com.unity.animation.rigging@1.0.3\Runtime\AnimationJobs\IAnimationJobBinder.cs:72) UnityEngine.Animations.Rigging.SyncSceneToStreamLayer:Initialize(Animator, IList`1) (at Library\PackageCache\com.unity.animation.rigging@1.0.3\Runtime\AnimationRig\SyncSceneToStreamLayer.cs:25) UnityEngine.Animations.Rigging.RigBuilderUtils:BuildPlayables(Animator, PlayableGraph, IList`1, SyncSceneToStreamLayer) (at Library\PackageCache\com.unity.animation.rigging@1.0.3\Runtime\AnimationRig\RigBuilderUtils.cs:58) UnityEngine.Animations.Rigging.RigBuilder:BuildPreviewGraph(PlayableGraph, Playable) (at Library\PackageCache\com.unity.animation.rigging@1.0.3\Runtime\AnimationRig\RigBuilder.cs:201) UnityEditorInternal.AnimationWindowControl:RebuildGraph(Animator) UnityEditorInternal.AnimationWindowControl:ResampleAnimation(ResampleFlags) UnityEditorInternal.AnimationWindowControl:ResampleAnimation() UnityEditorInternal.AnimationWindowControl:SetCurrentTime(Single) UnityEditorInternal.AnimationWindowControl:ScrubTime(Single) UnityEditorInternal.AnimEditorOverlay:OnDragPlayHead(Event) UnityEditorInternal.AnimEditorOverlay:b_8_1(AnimationWindowManipulator, Event) UnityEditor.AnimationWindowManipulator:HandleEvents() UnityEditorInternal.AnimEditorOverlay:HandleEvents() UnityEditor.AnimEditor:OverlayEventOnGUI() UnityEditor.AnimEditor:OnAnimEditorGUI(EditorWindow, Rect) UnityEditor.AnimationWindow:OnGUI() UnityEditor.HostView:InvokeOnGUI(Rect, Rect) UnityEditor.DockArea:DrawView(Rect, Rect) UnityEditor.DockArea:OldOnGUI() UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean) UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean) UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase) UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel) UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean) UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) UnityEngine.UIElements.EventDispatcher:ProcessEventQueue() UnityEngine.UIElements.EventDispatcher:OpenGate() UnityEngine.UIElements.EventDispatcherGate:Dispose() UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&) UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr) UnityEngine.UIElements.<>c:<.cctor>b_1_2(Int32, IntPtr) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)