In my game there is a memory leak, I can see in the task manager that the memory is building up. It goes from 400mb to 600mb in my test play (it can goes higher if I play longer), and I can't figure out the reason. There is no scene change in my game, it is seamless open world. And it uses multithreading to process lots of data. But I destroy texture and sprite, I set array and list to null, I dispose NativeArray, I even use Resources.UnloadUnusedAssets() and GC.Collect(). Nothing works. What else can I do? Does this mean something is still using the data?