How to disable leak detection

The menu item doesn’t work. As you can see I have it set to off and it is killing performance with excessive warnings regardless. Video here: Imgur: The magic of the Internet

My FPS is way too high because my project is very simple, which means the little jobs don’t have enough time to go to another thread and back it seems… It will grow complex eventually but until then, as a work-around I’m going to add a delay system to cap the FPS, but it seems kinda silly to do this. This makes unity’s new user experience for DOTS projects choppy, which is probably not great for the product.

Would be nice to turn it off until it gets bigger instead of implementing a system. Or better yet just make the lifetime limit configurable (I can set it to like 10 or 15 until later).

It looks like you have bugs in your code.
I suggest you investigate warning source, of internal allocation longer than 4 frames.

Show us your system code, which causes throwing warnings.

That’s a problem. Have you tried using Allocator.Persistent.

Your performance problems may be because you’re creating what seems to be dozens of native arrays every frame and not deallocating them.

I have seen something alike, but it is not in Editor but an IOS build(on an old iphone6, newer iPhone model will not spam leak warnings).
In my case, I think this problem is part of unity engine source code. I can not turn off the leak warning no matter what I do. And I can not see full-stack-trace nether, no matter what I do. So I guess it is some part of the pre-built engine source that lead to this leak.
So you have better the on leak full-stack-trace and make sure it is not your code that leaks memory.
And if it’s not your fault, create a bug report.