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#) :
-Batchmode memory leak and fix
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):
- public...