In a snapshot of the Memory Profiler, it says this texture “blush” is referenced by 2 materials. 
I clicked the “Select in Editor” button, and the inspector highlighted the Material. And as far as I can tell, it does not reference the blush texture, but using the default particle texture under “Maps”.

I tried this procedure with another texture “skull5” in the snapshot, and it seems working fine.

The question is how does the material reference the “blush” texture? How can I delete the reference? I don’t want that texture to be included in the build and in the memory when the game started. Thanks!
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Hi,
Is there a chance that, similarly to your other issue, you are using the Blush texture or a different one from it’s Atlas in a ParticleSystem which might then set the Blush texture as the texture for the Material?
Or that you are modifying the material from a script to have a different texture?
@MartinTilo Thanks for your help. Do you mean for example two particle prefabs A and B are using a same material, and prefab A using texture A and prefab B changed the texture to B in its prefab, so material has a reference to texture A. Then in the profiler when I clicked on “Select in Editor”, it leads me to material with texture A. Even though I didn’t use prefab A in my project, texture A is still included into the build and loaded into memory?
If this situation is what you mean, I think this could be the reason. I might have imported some packages with prefabs, and made changes to use the prefabs, however I didn’t create a brand new prefab with my changes, and causing said situation.
Giving a second thought, it seems the described situation should not cause the problem. Because if not as a brand new prefab, prefab B must exist either in a scene or as a prefab variation which has a reference to prefab A. And in the prefab B there’s no reference directly to texture A, but only a reference to material A with the changing of referenced texture to texture B. And during build phase, the compiler should know about this and exclude texture A out of the build.