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-Batchmode memory leak and fix

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Hi guys, we had been struggling with a memory leak for some time and finally tracked it down.

We're also using uLink but that's not important.

When running a unity build without a camera and/or with -batchmode there is a pretty large memory leak when any SkinnedMeshRenderers are active in the scene.. I wrote this little helper that I call on the server when an object is created that solves the issue but I hope it can be fixed internally to unity, here it is (c#) :

Code (csharp):
  1.  
  2. public...
-Batchmode memory leak and fix

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