All right, I’ve been circling around this issue long enough. I’m finally ready to ask directly, how are we supposed to be creating mesh?
Unity seems to think we really want to use shared mesh. But I don’t want to use shared mesh because I actually want every instance of that object to have its own mesh. Then I become insecure because I don’t know if what I’m doing really is leaking mesh or that error/warning doesn’t apply to this case. To make things more complicated, I want to create these meshes before runtime too! My current project is clearly leaking memory though, so that’s not a good sign.
I’ve read countless forum posts on the subject throughout the years but I mostly just wanted to do something quickly and needed a fast solution. Now I need a firm ground.
Help me, Unity forums. You’re my only hope. Help me clear up this mess.