I'm using this method (LoadDeviceByName) in my game followed by VRSettings.enabled = true to start VR at runtime. But when I try this approach, the GfxDriver (only the GfxDriver!) starts to grow every frame (in 20 seconds, memory allocated by the GfxDriver jumps from 40MB to 160MB or even 200MB+). The game can't even stand for a minute and it crashes. Here's my code:
VRSettings.LoadDeviceByName() is creating a memory leak on Android.
Code (CSharp):
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.VR;...