ver 4.1
I'm looking for a memory leak and I notice that many materials was found by memory profile
they are referenced by : 0 + 2 self references and Status leaked dynamically & run-time created Asset
all the name was followed (Instance)..
did anybody know the issue?

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@layerz I'm afraid that it's hard to tell where the leaks are originating from based only on the information provided above. You could try boiling your test scene down to the bare minimum where this issue still occurs. This should allow you to better tell where your leak is coming from.

still tring to minimum the leak but I'll describe my step first.

  1. make many kind of prefab with skeletonanimation assigned
  2. instantiate them quickly and destroy without pool holded
  3. on every instantiated obj dead, instantiate another corpose prefab with empty skeletonanimation assigned
  4. assign the instantiated obj's skeleton asset to corpose's empty skeletonanimation, playing dead animation

@layerz With only the above steps 1-4, there is no code called which would programmatically create Textures at runtime (as repacking skins would). The skeleton's textures are loaded just as normal texture dependencies (SkeletonAnimation referencing SkeletonDataAsset, referencing SpineAtlasAsset, referencing Material, referencing the skeleton's atlas Texture). It's the same as if you are creating prefabs of cubes with different materials using different textures each.

@layerz Sorry, I just noticed that you said Material leaks and not Texture leaks, my fault.

Please let us know if you can reproduce the issue in a minimal Unity reproduction project. Then please send us your minimal project as a zip package to contact@esotericsoftware.com, briefly mentioning this forum thread URL so that we know the context. Then we can have a look at what's going wrong.