I'm experiencing a memory leak in my Unity game. If the game sits idly (no new game objects are being created in the scene), Windows Task Manager will show the memory of the .exe slowly rising.
I've attached the Unity profiler and the memory profiler stays completely flat with no new objects being created and its reported memory numbers don't rise. Thus, I assumed it must be from garbage allocations each frame somewhere. So I check the CPU profiler and there were a few scripts that were showing a few bytes of GC Alloc, most of which I've fixed. However, the memory leak appears to still be present.
I've gone as far as systematically removing objects from the scene to see if the memory leak stops, but that hasn't proven fruitful.
What's the next step to take to track this down? What other tools can I use?
I'm also noticing that the amount of memory being released between scene changes isn't great (very little in fact, even after requesting a GC collect). I'm hoping this is related to the memory leak during the scene though.