I’ve a question: Could you tell me if the Level of Detail system in Unity can influence the amount of memory consumed ? Does the engine keeps all the textures in RAM or during swapping textures old ones are removed from memory ?
For speed reasons the engine will need to keep all needed assets for LOD in ram at once. Mipmapping, is a (on by default) type of LOD for textures – it’s handled by the gpu and is seperate from unity’s LOD which is concerned with meshes.
In general meshes take up a small amount of memory.