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Reading Live Leaks

The Live Leaks tab is the primary MVP interface for inspecting handles that are still live at the current moment in Play Mode.

Layout

  • List pane (left) — grouped entries sorted by severity, age, or occurrence count.
  • Detail pane (right) — leak trace, severity badge, actions, optional stack trace.
  • Split width is resizable and persisted in EditorPrefs.

Toolbar controls

ControlPurpose
Recording / PausedToggle event capture (triggers ILPP recompile)
VerboseCapture stack traces at load/release (more overhead)
ClearReset event log and live registry
Show ignoredInclude allowlisted patterns in the list
SearchFilter groups by asset key or call site
Live counterGroup count + worst severity indicator

List columns (conceptual)

Each group shows:

  • Asset or scene key (DebugName / resolved address)
  • Call site (FileName:line or member name)
  • Operation kind (LoadAsset, Instantiate, LoadScene, …)
  • Handle count when multiple live handles share the same site (×N)
  • Severity color dot

Detail panel

  • Leak trace — chronological load origin and lifecycle hints.
  • Severity badge — Normal, Aging, RedundantLoad, SceneSurvivor.
  • Ignore this pattern — add call site to allowlist.
  • Copy trace — clipboard export for bug reports.
  • Related call sites — other live handles for the same asset.
  • Stack trace (Verbose) — foldout with captured stack at injection time.

Sort modes

  • Severity — SceneSurvivor first (default for triage).
  • Age — oldest live handles first.
  • Occurrence — highest duplicate count first.

Settings menu (⋮)

  • ILPP diagnostics
  • Edit assembly exclude list
  • Manage ignored patterns (dedicated window)

Tips

  • Grey/yellow entries may be intentional preloads — use allowlist rather than forcing release.
  • Red SceneSurvivor after scene change is the strongest signal of a missing Release before transition.
  • After fixing code, re-enter Play Mode for a clean session or use Clear.

See also

Addressables Leak Detector — Unity Editor documentation