So I have a very basic project with a button that just loads an asset bundle (the asset bundle is small, like 130k). When press the button, the asset loads fine, and gets instantiated as a gameobject. I also have a kill button that destroys it. If I repeat the process, on the second or 3rd try, I get an out of memory error, which is strange because the memory shouldn't be growing. I'm using bundle.Unload(true); after I instantiate the asset, which I thought should free up any memory the actual downloaded bundle was using, and Destroy(go) to get rid of the object. Am I missing something? If I can load it once, shouldn't I be able to load it unlimited times?
Can you look at the Memory Profiler to see where the memory is going (whilst running your content in the Browser)?
I've had no luck getting the profiler working with WebGL with dev mode + auto connect profiler & firefox, sadly.
I found this thread: http://forum.unity3d.com/threads/io...ccumulation-only-recent-unity-version.243940/ The last response was to use: Resources.UnloadUnsedAssets(); between bundle loads. Sure enough, it worked for me with the WebGL exporter. Maybe the bug carried over?