[Solved] Insane memory leak when running on windows in batchmode? 4.6 related?

My window server build’s memory footprint grows by 2-4MB every second until it consumes everything and crashes. It runs on Windows Server 2003 in batchmode. This wasn’t happening in the past – I’m worried it’s related to Unity 4.6 .

If I build an OSX version of the server, the memory footprint is stable, so to me that hints that it’s not something in my code (don’t think I’m doing anything specific to windows). I don’t have access to a non-server windows PC to test right now, but I’ll update my findings when I’m able to test out a build on Windows 7 with and without batch mode.

Is there a way to profile the standalone build on windows from a mac running unity editor?

My camera handling Unity 4.6’s new uGUI system sure is a fatty. It was growing at almost 30MB per minute. Only when run with -batchmode though.