so firstly, I am in unity 2021.3.11f1
So I am using a compute shader to read the data from a mesh that is not read/writable
However, it seems that calling ReadData creates some memory that doesnt get released?
What can I do to fix this? Its become a huge problem for me and my application
Oh and if I go into memory profiler, I get a total use 56 gigs, where 52 gigs of that is untracked memory, if I delete the things that use getdata and use an alternate method, I have none of these issues or quirks, but that also means that all meshes that are used need to be read/write enabled which I dont want
For reference, heres the code I am using currently that is causing this: pastemyst | (untitled)
If I remove the GetData, suddenly this doesnt happen…
btw, this is the magnitude of the memory leak when its called as often as I need to: