Does XCode Instruments -> Leaks give correct information with Unity iPhone?

I'm pretty new to Unity iPhone, however I've spent about a year and a half developing in Unity, so I've been spending some time familiarising myself with the production line and testing of a few thing before going into full production on a project, and have found that anything I build from Unity iPhone 1.7 reports memory leaks through the XCode Instruments Leaks tool. I first tried it on a test app I had put together, and after seeing the leaks appear in that, I decided to make a plain app with one scene, and one camera in it. This also produced leaks, in just about every build configuration I could try, on both a 1st Gen iPod Touch and a 3rd Gen iPod Touch, in ARM 6 and ARM 7 build configurations.

I started doing some searches to determine if this was a major issue, and from what I've found there were some leaks in earlier versions of Unity iPhone, however I haven't seen anything reported specifically for Unity iPhone 1.7. I did come across one post on the forums stating that the reports from Leaks was inaccurate because it interpreted the Mono runtime's handling of memory incorrectly, however it was a unique post, and didn't really explain why.

So are the memory leaks being reported from Instruments Leaks real leaks, or is there a different way I should be profiling my apps to make sure there aren't any memory leaks?

Edit: I really need to know this, and I'm pretty sure that due to Apple's stringent approval process, that everyone does, so a bounty has been placed.

Edit 2: As I haven't received a response from Unity Support, I'm selecting the answer that gave the most useful response. I will post any further findings here once Unity get back to me.

The best way to make sure your app doesn't have leaks will be to watch your memory usage over time, to see if it steadily goes up.

There are many ways to create leaks with unity, most of them being to do with creating certain types of objects (e.g. Texture2D) which actually reside in native memory.

If those are leaking, you probably won't see them in leaks either - they're still in use by unity internally, you're just not using them for something. You will however see the memory steadily creep up over time.

If your app stays stable memory wise, and the only leaks are the false positives from Unity, Apple won't fail your app for memory reasons

you will not have any problems for your app to being aproved because there are many many unity based games there in ITunes. Mono's garbage collector is not a great multi generation one like what you see in .NET framework or java. the main unity engine has no leaks i think but i can not be sure. so the leaks are not real leaks and mono will collect them soon after they appear. you can call GC.Collect at any time to collect garbages.