Okay, I wouldn’t really call this a leak, because it stops at a certain point, but there’s definitely stuff not being freed in memory. For example, if at a main menu screen, my app might start with 100 memory used, going to the about page might boost this up to 120, when I return to main I’ll be at 110. Going to about and returning to main will leave this number at 110. However, now if I go to the awards page and page, my memory useage at the main menu is 120. Again, going back and forth won’t raise it anymore.
So, I’m not leaking, but by loading a scene, it seems like there’s a chunk of memory that director sets aside and then maybe re-uses later? Whatever the case may be, I have a LOT of scenes in my game, and I’ll often get to a scene after having visited 20 others and instead of my memory usage being 150, it’s like 400 because all those other scenes don’t appear to unload completely. Anyone know why this is happening or how to fix it so that director correctly unloads the entire scene? [import]uid: 75335 topic_id: 12696 reply_id: 312696[/import]