free the memory when I run the command Destroy/UnloadUnusedAssets

hi,

I’m making an interactive comic in 2D, divided into “episodes”.
At the moment I’m working on memory optimizations using Unity Profiler.

My goal is to load in RAM only the episode that the user has chosen to look at.

To do this I’m using
GameObject prefab = Resources.Load (“name_prefab”) as GameObject;
GameOject obj = Instantiate (prefab) as GameObject;

When I destroy the episode do the following commands

Destroy (obj);
obj = null;
Resources.UnloadUnusedAssets ();

but the memory usage does not change as I expected.

What am I doing wrong?

In the alternative use of assetBundle I’m doing but I would prefer avoid them because at the time the episodes are only present locally then it would seem like a waste.

Public another post that has the same problem but explains that he had no answer:

Try manual garbage collection afterward:

System.GC.Collect();

Also, make sure no other references are sneakily keeping the objects in memory.