Hi there.
I’m currently working in an application for Windows Store platform and, although is overall working properly, I noticed unexpected behaviour. The app works in a single scene all the time and, at certain point, I need to go back to the initial status so what I do is to load the scene via SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex);. This can be done multiple times across a single run of the app (so is potetially possible to reload the scene lets say 100 times in one hour).
The problem is that, after deploying the app in my desktop for testing, whenever I reload the scene I can see a increase on the memory used by the application (from 10 to 20 mb per reload), it’s cumulative and such memory seems to never be cleaned so, sooner o later, the app will run out of memory. I tested it from Unity editor using the profiler but there the app seems to free memory properly after every scene reload.
Any idea of why is happening this or how to prevent it?
Thanks!!