Progressive memory leak?

Hey, all,

So I’m coming to the final stages of the development of my game, but I seem to be running into some odd issues.

The structure of the game is the following scenes:

Frontend
Loader
Level 1
Level 2
Level …

The game plays by loading a level, via the loader, playing the level, then re-loading the loader before loading the next level. This route was taken as I was concerned that there would be objects left behind once a level was complete, and wanted to make sure there were no remnants.

I’ve played through the game in the editor, and can confirm that this has been a success. All remains of previous levels are removed when the new level loads, and it works great.

If I build the individual levels of the game and despatch them to the iPhone as builds in their own right, the frame rate is pretty consistent. If, however, I upload the whole game and play it through, the further I get into the game, the slower the game seems to get. Whilst the levels change scenery, everything else is very similar, so I’m very confused as to why this is happening.

I’ve recently put in garbage collection at the start of each stage too, as well as the unload of any unused resources which may have been loaded, but this still occurs, which is why I ask the question of whether it could be a memory leak?

Any known issues?

Cheers,

SB

Anyone?

This is the exact same structure I used for my most recent release (Battleheart) and I encountered no such problems. Throughout development I’d been testing individual levels by themselves in builds, and only towards the end of production did I add a menu system and “loader” scene between them. In my case there was no difference performance wise between the levels built by themselves, or as the total package.