Is the texture2D unloaded or not!?

Hi guys im using a plugin to import an image on mobile phones.
It’s imported as a callback with Texture2D ref.

If my code is the following:
private Texture2D importedTexture; //the image user imports
private Sprite selectedImage = null; //selected image

importedTexture = callback.texture;
selectedImage = Sprite.Create(importedTexture, new Rect(0.0f, 0.0f, importedTexture.width, importedTexture.height), new Vector2(0.5f, 0.5f));

Later on I call
Destroy(selectedImage);
I have done testing and the created sprite is indeed gone.

but do i also have to call Destroy(importedTexture)?
I can’t get a clear answer from the profiler.

appreciate any help thanks.

I find the Memory profiler pretty good for keeping track of textures. Set the name of the texture and you’ll be able to identify it in the profiler. Once you’re done with it and you’ve removed any references to it call Resources.UnloadUnusedAssets and you’ll see that’s it’s gone from the profiler.

would simply Destroy(texturevar) work though?
The GC should catch it when necessary afterwards.

Why not try it and see.

I think it does, but tough to simulate android texture2d import from gallery in editor.