Find what is eating memory and which field is holding it. Names the static field behind the leak, and every recommendation carries the bytes it frees.Unity's profiler tells you memory went up. It does not tell you that GameManagerCache.pooledEnemies is still holding forty destroyed enemies, which is the one sentence you actually needed.SNAPSHOTSCapture memory and see it broken down by category: textures, meshes, audio, shaders, materials, managed heap, with the largest consumers named. Take a second snapshot after loading a level and diff it: what appeared, what grew, what never came back. The numbers are the ones Unity reports, labelled correctly, with allocated total, managed heap, native memory and reserved memory shown separately rather than mixed together.LEAK DETECTIVEScans for the patterns that leak in real projects: static fields holding destroyed Unity objects, event handlers never unsubscribed, coroutines still running on dead objects, and steady growth across snapshots. The report names the declaring type and the field, and traces the reference chain from the leaked object to the root that holds it. You get a line to delete, not a direction to search in.TEXTURE GALLERYEvery texture in memory with its size, format, mip status and read/write flag, sorted by what it costs. Duplicate detection finds the same image imported twice under different names, the single most common source of wasted texture memory in a shipped game.RECOMMENDATIONS THAT CARRY NUMBERSAdvice without a number is noise. Check the project against a platform budget, from low-end mobile through current consoles, and every recommendation that can be measured comes back with the bytes it frees: how much compression saves on these specific textures, how much capping the size to the platform limit saves, how much disabling Read/Write returns, how far over budget the project actually is. The list sorts by what pays off. Recommendations that cannot be quantified, such as avoiding allocations in a hot path, are marked as advice rather than padded with a fake number.GC PRESSUREWatch the allocation rate, the pressure on the heap, and the predicted time until the next collection while the game runs, sampled continuously. Attribute allocations to a named scope in your own code.EXPORTHTML, CSV, JSON or Markdown, for the ticket, the wiki, or the build report.Memory snapshots by category with the largest consumers named.Snapshot diff: what appeared, what grew, what never came back.Leak Detective names the declaring type and the exact field holding the leak.Reference chains traced from the leaked object to the root that holds it.Texture gallery with format, mips, read/write and duplicate detection.Platform budgets from low-end mobile to current consoles.Recommendations carry the bytes they free, and sort by impact.GC pressure, allocation rate and predicted time until the next collection.Allocation scopes to attribute cost to your own code.Export to HTML, CSV, JSON or Markdown.Offline documentation included.Unity 2022.3 LTS or newer. Windows, macOS, Linux.Editor tooling with a small runtime component for in-play tracking.Assembly definitions included. No dependencies outside Unity's own packages. Full C# source, no DLLs.




