Strange Memory Cache Or Leak By Unity

We use unity5.6.6 to produce a MMO game. There are thousand character resource in our game.

I load all character sequentially, after that we unload it all(destroy mesh, material, unload(true) assetbundle). There is no character assets in unity profiler.

I use xcode allocation found some memory allocate by unity can not free. If we do it repeatedly, we got more resident memory.

I have calling Resources.UnloadUnusedAssets() and GC.Collect() before memory dump.

Any way to free that memory?

Is Resources.UnloadUnusedAssets() then GC.Collect() not working for you? I have found that creating and destroying a mesh to cause some strange things in memory allocation. But I’m not well versed in this area and have only dealt with hundreds, not thousands. I do know that if I have issues, calling Resources.UnloadUnusedAssets() then GC.Collect() has helped me. But it sounds like you may be already doing that.