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Jan 30 at 20:43 comment added hoffer @Zibelas What I meant was that all of the GameObjects in each scene except for the buttons used to traverse between scenes were deleted. My object pooling code or whatever generates my enemies or projectiles etc. are not even in the equation as I deleted everything in each scene in order to diagnose the problem. I have virtually nothing in my scenes the moment I start the app but yet it still shows an increase in memory usage as I mentioned above.
Jan 29 at 11:25 comment added Zibelas I dont think deleting gameobjects from the scene will free the memory of them as well. It might be helpful to show the actual code that loads and creates your actual bullets with the behind object pool. We can only guess without actually seeing how you do it.
Jan 29 at 7:48 comment added hoffer @Zibelas I tried checking that by creating a test branch of my project and deleting every GameObject from every scene that was being loaded except for the main menu and the persistent player GameObjects and nothing left was responsible for spawning anything. Even after doing this, the problem still persisted.
Jan 28 at 19:30 comment added Zibelas Do you use object pooling in your bullet game and might have a mistake in the implementation there/ keeping the objects alive and just increase the overall poolcount?
Jan 28 at 18:49 history edited hoffer CC BY-SA 4.0
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Jan 27 at 23:12 history edited Pikalek CC BY-SA 4.0
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S Jan 27 at 22:26 history asked hoffer CC BY-SA 4.0