Quick answer: Free what you allocate (especially around object and scene lifetimes), profile memory over long sessions to catch growth, and watch for the out-of-memory crashes leaks cause. A leak makes memory climb until the game crashes.
A memory leak, memory allocated but never freed, makes your game's memory usage climb over time until it runs out and crashes, often after extended play. Preventing leaks protects stability on every device. Here's how to prevent memory leaks.
Free What You Allocate, Especially Around Lifetimes
Leaks happen when something is allocated but never released, most often around object and scene lifetimes, an object destroyed but its memory or references retained, a scene unloaded but its assets kept. So free what you allocate: clean up on destruction and unload, and be especially careful at lifetime boundaries where leaks concentrate.
Bugnet captures crashes with memory context, so leak-driven out-of-memory crashes are identifiable. Cleaning up allocations at lifetime boundaries prevents the most common leaks, since the moments objects and scenes are created and destroyed are exactly where memory tends to be retained when it shouldn't be.
Profile Memory Over Long Sessions
A leak reveals itself as memory growing over time, so profile memory over long sessions, not just briefly. Memory that climbs steadily during extended play, rather than stabilizing, is the signature of a leak, and a long-session profile is what surfaces it, since a short test won't show the slow growth.
Bugnet captures crashes with session-length context, so leak crashes (which appear after longer play) are identifiable by their pattern. Profiling over long sessions prevents leaks by catching the gradual growth that only becomes visible, and only crashes the game, after extended play.
Watch for the Out-of-Memory Crashes Leaks Cause
Leaks ultimately surface as out-of-memory crashes, especially on low-memory devices and after long sessions, so watch for those crashes from the field. Crashes that increase with session length or cluster on low-memory devices point at a leak, telling you to hunt the growth rather than chase the wrong cause.
Bugnet captures crashes with memory and session context, so leak-pattern crashes are visible. So prevent memory leaks by freeing what you allocate at lifetime boundaries, profiling over long sessions, and watching for the out-of-memory crashes leaks cause, catching the growth before it crosses the device's limit.
Free what you allocate (especially around object and scene lifetimes), profile memory over long sessions to catch growth, and watch for the out-of-memory crashes leaks cause. A leak climbs until the game crashes.