Quick answer: Release every Addressables load handle when done, balance loads with releases, and release instantiated addressables with ReleaseInstance.
Addressables memory not releasing is missing release calls. Balancing them fixes it. Here is how.
How to fix it
1. Release every load handle
Each Addressables load returns a handle that holds the asset (and its bundle) in memory until released. Release the handle when done. Dropping it without releasing leaks the asset.
2. Balance loads and releases
Track loads and ensure each has a matching release. Addressables uses reference counting, so an unreleased load keeps the bundle resident. Balanced load and release calls keep memory flat.
3. Release instances correctly
For addressables you instantiated, use ReleaseInstance to both destroy the object and decrement the reference count. Destroying the object normally without releasing leaks the underlying asset and bundle.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.