Another memory leak question.

I have a very complex scene with lots of scripts an objects. I’ve been trying the most reasonable method of process of elimination I can think of and have only came to one conclusion; There is a point when the garbage collector gets out of hand. Initially I could travel through the level a certain amount and around the same place a rapid memory leak would start. After altering scripts and removing objects in-play I found that one-shot-audio “objects” were adding small amounts to the total memory usage of Unity in windows task manager. These same sounds(produced by the character’s footsteps) don’t add anything to the memory usage in a scene that was empty to start off with. Another way to put it is, I can’t say that certain script(s) or object(s) are causing the leak but they are causing Unity to become unstable such that it can no longer properly discard unused objects.
BTW: I’m not receiving any error messages in the editor log when this happens.

Are you Instantiating these objects when your character walks, creating a new one with each footstep?

Thank you OWiz, I was able to solve the problem although not in its entirety. I had collectible items parented to the camera so the could “fly” at the screen. After adding a line to their script that un-parented them the leak went away. BTW though, I am curious what exactly are the “one shot audio” in terms of objects, eg;

	currentSound = AudioSource.PlayClipAtPoint(ItemSound, transform.position, 1);

. If I try to fill an undeclared variable with it(javascript), I get the error message: “It is not possible to evaluate an expression of type ‘void’.”