Quick answer: Unload the old scene's assets, destroy or pool its objects, unsubscribe events, and clear references held by persistent systems so each transition returns to baseline.

Memory that climbs with every scene change means the old scene is not fully released. Cleaning up on transition keeps it flat. Here is how.

How to fix it

1. Confirm the leak across transitions

Change scenes repeatedly and watch memory. If it rises each time and never returns to baseline, the previous scene is not being fully freed — a steady climb per transition is the signature.

2. Unload assets and destroy objects

Unload the old scene's assets and destroy its objects on transition. Persistent objects that linger, or assets never unloaded, accumulate. Free them explicitly when leaving the scene.

3. Clear references and subscriptions

A persistent manager holding references to old-scene objects, or events still subscribed across the transition, keep the old scene alive in memory. Clear those references and unsubscribe so the old scene can be collected.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.