This is probably not the best way to get this to the attention of the Unity team, but I noticed what seems like a missing
tmpVertices.Dispose(); in Unity.Physics.Hybrid/Components/PhysicsShapeAuthoring.cs around line 514, for method AppendMeshPropertiesToNativeBuffers()
tmpVertices.Dispose();
var tmpVertices = new NativeArray(meshData[0].vertexCount, Allocator.Temp);
It’s Temp allocated, it doesn’t need a dispose
Huh… interesting. Somehow, I’ve deftly avoided coming across this fact and neurotically disposed everything. Maybe they should mention it somewhere in the documentation. Thanks for the enlightenment.