VRam keeps climbing until Unity editor crashes.

The editor’s statistics read “VRAM Usage: 8 mb of x mb (of unknown)” and that x number keeps climbing all the way to 1.34 gb where it crashes the entire editor. I’m assuming for some reason the game is exhausting video memory but I can’t see why.

My game generates meshes from voxel data then destroys and recreates the mesh when it needs to be regenerated.

The meshes get destroyed by calling Destroy() on their gameobjects. What could be causing this apparent memory leak?

Do you actually destroy the mesh? i guess not. You also should use the sharedXXX properties in most cases. If you create a distinct mesh manually, assign it to .sharedMesh instead of .mesh as mesh will duplicate the mesh. A Mesh instance could be shared between multiple objects, so you should destroy it with Destroy when done.