Every Play of game accumulates memory.

If I Play and stop my game repeatedly, Unity builds up memory until I shut down Unity, at which point it will clear out all the memory. I’m handling large lists of procedural created Objects (not GameObjects), and using Threaded functions. (Using this package to help with that) I’ve even tried manually Destroying all of my generated Objects in OnApplicationQuit() but it doesn’t seem to be helping. I’m guessing it’s relating to the threading somehow, but my threaded functions are otherwise behaving normally. Any ideas on how what could be causing this memory buildup and why it’s persisting across application start and quits of the game?

Are you getting any warning messages about leaks

Try the profiler in Unity Editor. You can click Profile Editor and record with the profiler when you start or stop the game. The profiler will show memory allocated each frame. On the memory section you can switch from Simple to Detailed and click Take Sample: Editor to see the current memory usage by different parts of Unity.