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Question by MikeGameDev · Jul 18, 2014 at 09:09 PM · objecttexture2dcleaning

Unity "Cleaning up leaked objects" on save scene

Hello,

I have an editor script which creates a Texture2D:

 public class MyDataClass : MonoBehaviour // attached to a game object from the inspector
 {
      Texture2D myTex2D;
 }

         public class MyEditorScriptClass
         {
             GameObject goWithDataComponent; // set from inspector

             public void init()
             {
                 //create texture
                 myTex2D = new Texture2D(640, 480, TextureFormat.BGRA32, false);
                 myTex2D.wrapMode = TextureWrapMode.Clamp;
                 myTex2D.Apply();
                 myTex2D.hideFlags = HideFlags.HideAndDontSave;
                 // ...
             }
         }

That texture is then applied to a Projector:

 gameObject.GetComponent<Projector>().material.SetTexture(myTex2D);

This works great, it does exactly what I want it to do...until I save. Now this Texture does not need to be saved at all, it's created every time the editor script is initialized. The problem arises when I try to save the scene, Unity destroys my texture and throws this message:

Cleaning up leaked objects in scene since no game object, component or manager is referencing them. Texture2D has been leaked x times.

Now this just ain't right. The Texture belongs to a component which is attached to a GameObject in the scene, furthermore, the Projector component is referencing the texture.

What is Unity on about? How do I correct this?

Any help would be appreciated, thanks!

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avatar image DaveHoskins · Jun 25, 2015 at 12:21 PM 0
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I'm getting the exact same problem with textures being deleted when saving the scene. I presume you fixed this, can you say how you did it?

avatar image MikeGameDev · Jun 25, 2015 at 04:30 PM 0
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I actually did not fix this, this project was made to be used in a research study... we changed the study to not involve saving the scene. A solution might be to ins$$anonymous$$d of creating a texture from script, create a dummy texture asset and reference it from your script.

Sorry couldn't be more helpful, interested to hear your solution.

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