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Question by Glaskows · Jun 10, 2014 at 07:48 PM · editormemoryprocedural meshmemory-leakleak

Mesh Destroy After an Editor Stop

Hi, this is kind of a follow up of a previous unanswered question. Before, I had procedural meshes that weren't destroyed even if I try to destroy them directly instead of their corresponding gameobject. After accepting defeat :), I implemented an object pool to reuse the meshes instead of creating new ones, which gave me a big boost in performance (gc, memory usage, %cpu, etc). But now, I still have the problem that each time I stop the game in the editor, the meshes continues to exist, so after I while I have tons of lost meshes using my precious memory. The only solution is to reopen Unity. In game this won't give me troubles, but its a PITA for editor work.

Thanks for any thought on this subject.

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