I was printing out everything that’s existing after a transition to an empty scene after loading a full map in Unity 5.4.5.
The thing is that after each transition to the empty scene, from a full map, there is 200 more UnityEngine.TextAsset laying around and they all have no name, no data and the instance ids in the negative range.
I’ve looked around the data we use and I can’t figure out where it’s coming from. Does anyone have any idea?
I’d use Unity’s Memory Profiler to take a snapshot while the game is in that empty scene and then inspect that snapshot to see what is holding a reference to those TextAsset’s.