Hi,
I have two main scenes in my game. My second scene is the gameplay scene and it loads several prefabs with UISprites and UITextures. Baked into these prefabs are references to a UIAtlas and a sprite within their atlas. When I reload the first (main menu) scene, I still have one reference to the atlas object that's used in the gameplay scene. This one reference shows up in the memory profiler but doesn't appear in the Hierarchy. I want to free up this last reference so its associated texture isn't taking up space in my main menu.
I see some related threads having to do with UIAtlases and memory leaks. For the record:
1) none of the UIRoot objects in my scenes are prefabs
2) I'm not doing anything fancy like replacing the textures or anything like that
3) I'm on 3.5.4 r2
4) I'm calling Resources.UnloadUnusedAssets() after I return to the Main Menu scene.
Any idea how to do this? How is this one reference to the atlas gameobject (or is it prefab?) sticking around even though all the UISprites and UITextures in the gameplay scene have been unloaded?