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Mar 2, 2018 at 8:32 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jan 30, 2018 at 8:51 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Dec 23, 2017 at 18:52 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Nov 23, 2017 at 3:47 answer added Brent timeline score: 1
Nov 22, 2017 at 8:43 comment added Joel is the only change moving to another version, or are there related code changes? for debugging, you can try GC.Collect () after you unload/dispose to see if the memory clears. if not, then the objects likely still have references somewhere.
Nov 22, 2017 at 0:53 comment added craftworkgames This is quite a tricky question to answer. You'll probably need to do some reading on what causes memory issues in C# and consider using a memory profiler
Nov 21, 2017 at 20:13 comment added Brent Unload is in fact being called and every area in the game has it's own content manager that I'm utilizing.
Nov 21, 2017 at 19:42 history edited user1430 CC BY-SA 3.0
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Nov 21, 2017 at 19:20 comment added Bálint I think UnloadContent only gets called at the end of the game if this is the method from the main class. You need to dispose of content elsewhere too if you don't want it to increase constantly.
Nov 21, 2017 at 19:17 review First posts
Nov 22, 2017 at 13:19
Nov 21, 2017 at 19:14 history asked Brent CC BY-SA 3.0