Hey,
I'm testing my app for macOS Standalone(Unity3D), and there seems to be a memory leak due to EasyAR.
My app needs to run for almost 12 hours a day, and I implemented object pooling to reduce memory impact. My app show no memory accretion over time without EasyAR. But with EasyAR, the app's memory grows over time.
So I used the XCode's Instruments app to profile the memory allocations and leaks, and found out that these elements are getting piled up over time :
* CFBasicHash (value-store)
* CFRunLoopTimer
* CFSet (mutable)
* Malloc 32 Bytes
* Malloc 64 Bytes
(I exported the trace data to a file, but the file size is too huge(~5GB).)
I guess these are used for internal video capturing on EasyAR side?
I tested for HelloAR example for Standalone build and the leak pattern was the same. An empty Unity Scene didn't show that. And HelloAR for iOS build didn't show that, either.
The increment speed is not that fast, but over long period of time it can get hundreds of MBs.
If I'm wrong about something, please let me know.
Thanks,
NGC6543