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Question by metaman · Aug 31, 2020 at 10:39 PM · memory-leakmemory usage

How do I fix hundreds of render textures sitting in memory without creating them?

alt text

I am having a problem where every time I run my project more of these InScatteredRadianceTables are added to memory until Unity crashes, I have no idea why this is happening as I dont use render textures anywhere in my project except for reflection probes & planar reflection probes. I believe the problem is possibly related to this camera collision script

 public float minDistance = 1.0f;
 public float maxDistance = 4.0f;
 public float smooth = 10.0f;
 Vector3 dollyDir;
 public Vector3 dollyDirAdjusted;
 private float distance;
 

 // Use this for initialization
 void Awake()
 {
     Resources.UnloadUnusedAssets();
     dollyDir = transform.localPosition.normalized;
     distance = transform.localPosition.magnitude;
 }

 // Update is called once per frame
 void Update()
 {
     
     Vector3 desiredCameraPos = transform.parent.TransformPoint(dollyDir * maxDistance);
     RaycastHit hit;

     if (Physics.Linecast(transform.parent.position, desiredCameraPos, out hit))
     {
         
         distance = hit.distance -0.1f;

     }
     else
     {
         distance = maxDistance;
     }

     transform.localPosition = Vector3.Lerp(transform.localPosition, dollyDir * distance, Time.deltaTime * smooth);
 }

}

as the problem only started to appear after I added it, but again I cant see how as it dosent reference any render textures. For context I am using HDRP and Unity 2019.3.0f6.

Any help would be much appreciated.

rendertexquestion1.jpg (172.4 kB)
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