Unity games always seem to have memory leaks. I'm not sure if it's the engine or the game.
If I use ulimit to set a memory limit, the games behave. Otherwise, they'll keep sucking of memory till my computer crashes.
If I use ulimit to set a memory limit, the games behave. Otherwise, they'll keep sucking of memory till my computer crashes.
AFAIK Unity uses Boehm GC based implementation with augmentations for incremental per-frame collection. It can sustain much, much lower allocation throughput than what CoreCLR uses (and CoreLib APIs try to be not allocatey as well). Would be interesting to read more if someone with better Unity knowledge chimes in.