Quick answer: Unity RenderGraph resource handles leaking when a pass throws mid-frame? RG doesn't auto-release on error - wrap in try/finally with explicit ReleaseHandle.

Custom render feature errors; subsequent frames leak resources; eventually OOM.

Try/finally with release

try {{ pass; }} finally {{ Release; }}

Cleanup runs regardless of pass success.

Or catch and reset

Pass failure resets the graph; next frame starts clean.

Audit handle lifetimes

Each handle: explicit lifetime. Default unbounded = leak.

“Error paths in render code need explicit cleanup. Graph doesn't manage.”

Build a graph helper that wraps passes with cleanup. Reusable; defensive.

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