It seems that when a game object with a SpriteSkin component is destroyed, the Leaked Managed Shell object continues to accumulate.
It looks like the Leaked Managed Shell is caused by the DeformationManager still having the reference.
Is this a bug in the SpriteSkin system? Or does it require some release?
@ysalpha thank you for logging this issue. I looked into it and some internal data structures leave reference to destroyed bones, however this issue happens only when there are no Sprite Skin’s in the scene. If you add any Sprite Skin, it will be cleared on the next frame.
Fix to this will land in the next version of the package.