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.