I've only tested for this on Android. When we delete a tabletop map gameobject, the native heap memory usage and graphics memory usage doesn't go back to zero (the level before the map was initialized). I've tried to manually destroy the rendertextures, materials, meshes, and textures in the GPUResourceProvider before deleting the map and tried deleted the rendertexture related to terrain occlusion in the ArcGISRenderer script but I either still get the memory leak or the app crashes, likely because of some improper destroy function I'm running in my manual code. I want to know what the best way is to remove an ArcGIS map from a unity scene without causing a memory leak. Its clear that just deleting the map gameobject doesn't help. The render textures, meshes etc for the map that are cached don't seem to be destroyed during garbage collection.
Hi there,
I can take a look into this. I believe the only time we have ever tried destroying a map and all of its accompanying game objects is when physically switching scenes. With that said, we haven't tried it with our table top sample. I'll take a look at this today and get back to you asap.
Mason
Much thanks @MasonGaw . Please let me know what you find.