We're in the process of trying to optimize our memory usage, and some of the textures that are being reported in the memory profiler in 5.2 are making me wonder if I'm misunderstanding something.
We have a couple textures in our MainMenu scene that are either NGUI Atlases, or textures referenced by UITexture.
Thing is, after we switch scenes to our Game scene (which is a combination of a LoadLevelAsync for our environment, and a LoadLevelAdditiveAsync for our main game logic) some of those textures are still sticking around when we do another memory profiler sample well into that scene.
Here's a screenshot of the profiler:

The highlighted texture, DeckBuilderAtlas, is *only* ever referenced in the MainMenu. Same goes for changelog_background, whats_new_board_game, upgrade_screen_congrats, and a few others listed on there. This is adding up to a significant memory usage on our end.
Interestingly, this doesn't always seem to happen, but often enough to the point where I'm worried that I'm doing something wrong here.
For what it's worth, at the end of our loading coroutine, we are waiting on UnloadUnusedAssets before we consider ourselves done loading.
AsyncOperation unload = Resources.UnloadUnusedAssets();
while (!unload.isDone) {
yield return null;
}
Any direction in this would be greatly appreciated!