When running profiler analysis on a Unity project that loads large 3D tile models, we observe a growing memory usage caused by UnityWebRequest instances. We suspect that these instances are not being disposed of properly, leading to a memory leak.
Unity’s documentation recommends calling Dispose() after receiving the request response, or encapsulating the UnityWebRequest within a using statement to ensure proper disposal.
Thank you for letting us know about this. Just for context, do you see this happening with your own data? Or could you also reproduce this with only assets that we provide through Cesium ion (Cesium World Terrain, Google Photorealistic 3D Tiles, etc.)? The latter would be easier for us to replicate.
If this involves your own data, then it’d be great if you could share a performance profile for this, so we can take a look ourselves.