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Quick Start
This guide gets you from zero to a visible Live Leaks entry in a few minutes.
Prerequisites
- Unity project with Addressables Leak Detector installed (see Installation).
com.unity.addressablesandcom.unity.nuget.mono-cecilinPackages/manifest.json.- You are comfortable entering Play Mode in the Editor.
Steps
1. Open the window
Use the menu: Window → Addressables Leak Detector.
2. Enable recording
In the toolbar, ensure Recording is on. When recording is paused, new load/release events are not appended to the log.
3. Enter Play Mode
Press Play and load Addressables content in your game. The tool only captures activity while the Editor is in Play Mode (and while recording is enabled).
4. Read Live Leaks
Open the Live Leaks tab. Each row represents a live Addressables handle grouped by call site and asset key. Select a row to see the leak trace (load origin file:line, operation kind, severity).
5. Release and verify
Call Addressables.Release (or the matching release API) for the handle. The entry should disappear from Live Leaks after the release is recorded.
Global checklist
- Package imported under
Assets/AddressablesLeakDetector. - Mono.Cecil and Addressables in
manifest.json. - Window → Addressables Leak Detector opened; Recording on.
- User scripts recompiled after import (ILPP runs at compile time).
- Your game code uses instrumented Addressables APIs (see Supported call sites).
No using AddressablesLeakDetector.Runtime or manual HandleTracker calls are required in normal user code.
Demo scene (fastest path)
- Tools → Addressables Leak Detector → Create Demo Scene
- Open
DemoLeakSceneand enter Play Mode. - Click Create Leak — expect a live handle with origin
LeakDemoController.cs. - Click Load + Release — expect no live handle after release.
See Demo scene for the full button matrix.