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Memory leaks problem by StaticBatchingUtility.Combine() for AssetBundle
There is a memory leaks problem with AssetBundle generated GameObject and then call StaticBatchingUtility.Combine(). I used streaming to load several AssetBundles into the scene in the background to create a seamless world, The steps as follows:
1.Create several AssetBundles.
2.Load AssetBundle with WWW
3.Instantiate GameObject for them.
4.StaticBatchingUtility.Combine();
5.AssetBundle.Unload(true);
6.Repeat the above Steps.
I detected my mesh number is always the same but the mesh memory increases at the Profiler. The result that combine meshes are not freed from the memory.
The only way to release memory is to call the Resources.UnloadUnusedAssets(), but it's complete overkill in term of consumed time. Every time it’s called that my game get lag in Iphone4/Itouch4.
This problem is very frustrating, Is there anyway to solve this?
It will be very appreciated that anyone can take care of the above issues in time.
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