I'm pretty new to Unity iPhone, however I've spent about a year and a half developing in Unity, so I've been spending some time familiarising myself with the production line and testing of a few thing before going into full production on a project, and have found that anything I build from Unity iPhone 1.7 reports memory leaks through the XCode Instruments Leaks tool. I first tried it on a test app I had put together, and after seeing the leaks appear in that, I decided to make a plain app with one scene, and one camera in it. This also produced leaks, in just about every build configuration I could try, on both a 1st Gen iPod Touch and a 3rd Gen iPod Touch, in ARM 6 and ARM 7 build configurations.
I started doing some searches to determine if this was a major issue, and from what I've found there were some leaks in earlier versions of Unity iPhone, however I haven't seen anything reported specifically for Unity iPhone 1.7. I did come across one post on the forums stating that the reports from Leaks was inaccurate because it interpreted the Mono runtime's handling of memory incorrectly, however it was a unique post, and didn't really explain why.
So are the memory leaks being reported from Instruments Leaks real leaks, or is there a different way I should be profiling my apps to make sure there aren't any memory leaks?
Edit: I really need to know this, and I'm pretty sure that due to Apple's stringent approval process, that everyone does, so a bounty has been placed.
Edit 2: As I haven't received a response from Unity Support, I'm selecting the answer that gave the most useful response. I will post any further findings here once Unity get back to me.