I’ve got a situation in which I need to allocate and release RenderTextures semi-frequently. I’ve noticed that despite my RT.Release() calls, they still show up in the memory snapshots that I’m taking with the profiler in Unity. They do show up as “0 bytes,” but I’ve noticed that the garbage collector pauses seem to increase, the more of these RTs build up. Is there a reason why unity or the GC does not actually dispose of these empty RTs? I’m not holding onto their references, so maybe Unity is? Is there a way I can actually delete the references completely?
Thanks