I am currently playing around with voxel world generation and I am leaking a ton of memory when destroying chunks. I’m positive that everything else works. I had no problems back when I was moving the chunks and giving them new values i had no memory leaks. now that i’m spawning and destroying chunks i’m getting problems. Can someone help?
function testMem()
{
if(chunkTest!=null)
{
chunkTest.GetComponent(MeshFilter).mesh = null;
chunkTest.GetComponent(MeshCollider).sharedMesh = null;
Destroy(chunkTest.gameObject);
chunkTest=null;
testPos += chunkSize.x;
}
chunkTest = Instantiate (prefab, Vector3(0, 0, 0), Quaternion.identity);
generateChunk(Vector3(testPos,0,0),chunkTest.GetComponent(MeshFilter).mesh);
}
NOTE: I call this in Update(). the actual code is much more complex but in an effort to make things easier to read i have made a simplified test and only copied the relevent parts.