According to windows task manager my game build appears to constantly sucking up system memory, but only in the build (PC). This eventually causes problems/slowdowns if the game runs long enough (why I initially checked the task manager).
I assumed it was a memory leak in my code somewhere, so opened up the profiler. But, running in the Editor, and using the memory profiler shows no such corresponding, constant increase in memory. It DOES show some ups and downs in total usage, some garbage collection and so on… but nothing unexpected, and nothing constantly going up. Also, task manager shows the editor’s memory usage capping out within about a minute of hitting “play”, sometimes it even goes down.
So as a test, I removed all scenes, except a brand new default scene, from the build. Surprisingly, the memory creep continued when building and running it!
I created a whole new HDRP project, and built it: same result!
So I installed the latest version of Unity, created a new HDRP project in that version (2020.2.6f1) then built a PC build for it (no options changed, default HDRP scene).
I get the same result- a slow, but constant creep on the systems memory resources!
This image shows the usage samples I took today… I’ll keep monitoring the latest version one, to see if it caps out at some point (or if my system starts becoming unusable). [at 4:42, I closed my game, and version 2020.1 default build and launched a new 2020.2 default build]
(note the times listed below are “time of day”)
Can anybody explain what’s going on here? It SHOULD cap out at some point, right?