Sorry for posting a 2nd thread about this, but I feel it may need to be an actual bug report. It's not specific to C# either, so the title of the other thread is misleading.
Any plugin I try, be it my own, TGC's example plugin, or plugins downloaded from the forum causes what seems to be a memory leak (not sure if that is the correct term in this case). It's not very noticeable until you start using multiple plugin functions that need to be called every frame. Each function call uses a bit of memory and that memory is not freed until the program is closed.
As an example, I have an AppGameKit wrapper function that calls a set of plugin functions to transform a world 3D position to the camera's local space. Calling this 6 times per frame causes my program to go from ~60mb of memory usage to ~1GB in just over a minute.
I figured I was probably just handling something wrong in my plugin code, but I get the same problem with TGC's own example plugin by calling SetI() and GetI() every frame. I've posted a video of this below.
I hope this can be addressed, or that I'm just missing something as I'm new to writing plugins. Plugin support was my reason for coming back to AppGameKit from Unity. I've been a fan of TGC's programming languages since DB Classic, but the lack of modern audio support and a few other things (without needing to learn C++) was keeping me away from AGK. Plugin support solves these issues.
I am on Windows 10. No idea if this occurs on other OS's.