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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.addressables and com.unity.nuget.mono-cecil in Packages/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

  1. Package imported under Assets/AddressablesLeakDetector.
  2. Mono.Cecil and Addressables in manifest.json.
  3. Window → Addressables Leak Detector opened; Recording on.
  4. User scripts recompiled after import (ILPP runs at compile time).
  5. 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)

  1. Tools → Addressables Leak Detector → Create Demo Scene
  2. Open DemoLeakScene and enter Play Mode.
  3. Click Create Leak — expect a live handle with origin LeakDemoController.cs.
  4. Click Load + Release — expect no live handle after release.

See Demo scene for the full button matrix.

See also

Addressables Leak Detector — Unity Editor documentation