My game heavily depends on the alembic format and it has been working great. However, I have noticed that if I am using looped animation like walk cycles, etc, the unity build eats the memory. I am using the timeline and alembic tracks with alembic slots to access specific points of the alembic animation. Animations that are supposed to be cycles, I set the Playable director wrap mode to loop. When playing the builds, I noticed that the longer the animation plays, the memory id being consumed and it does not stop. I don't usually let it go past 3 Gig but I almost let go so far to crash my computer. Is there a solution to this issue?