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Question by Foxxis · Aug 23, 2014 at 01:17 PM · memoryprofilermodo

Modo memory use increases steadily

I have stumbled upon some weird behaviour. This is what happens when profiling our current project: 1. Run the menu scene. Memory use is stable according to the profiler, modo memory use hovers around 3-4 mb. 2. We load the game scene. We process a bunch of large textures manually (allocating arrays etc.) so Modo memory use goes up to 3-400mb. However, it continues to rise suggesting a memory leak. 3. We stop playback and once again play the menu scene. Now the modo memory use is no longer stable, it increases from 3.4 mb upwards with about 100k / sec. 4. We create a new empty scene. Start playback. Same mono behaviour, increase by 100k/sec despite empty scene. 5. Load another project or reload current project = problem gone. Until we play the game scene again.

Question: Is this really a memory leak problem in our code? If so, we should not be seeing it in an empty scene. I am suspecting some other process lingering - but why is that memory use listed under the mono label? If some Unity memory leak then surely it should be displayed under Unity memory use?

Very confusing and would really like some input on this. Thanks in advance!

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avatar image _dns_ · Aug 23, 2014 at 02:34 PM 0
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Hi, do you have some static members and code in your $$anonymous$$onobehaviours classes that would create instances of some GameObjects even if they are not in the scene/using an empty scene ? (or of some other classes)

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