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Memory leaks occur because of reference retention issues and inadequate resource disposal and temporary asset allocation that both lead to a decrease in system performance. The Resources.UnloadUnusedAssets system releases unused assets to avoid memory spikes that occur when scenes change.
Therefor I bought a product from Unity’s Asset Store called Runtime Mesh Batcher (Which seems no longer to be available). The creator Mr. Georges Dimitrov form Concordia University was a huge help, as I explained him by mail some trouble I got when using the asset on Unity version 2017.3.1f1. That’s it. When
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. Even converting regular particles to shaders for further tweaking is possible: New asset workflow. has changed how the assets pipeline work.
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