Resources.Load not working on iPhone?

I have a manager code that loads a resource at the runtime using Resources.Load, and that resource is a prefab (in the Resources folder); it is basically an empty game object with a script that has a few public vars of type AudioClip.
When I call this manager code at the start of my level, the resource is loaded and everything works fine (the sound clips are being played).

When my level is complete, I Destroy() the object (that is loaded at the start) and call UnloadUnusedAssets.

But when I start the level again, and call the same manager code, Resources.Load returns null (even though I am loading the same resource that worked fine the first time).

Also this does not happen in the editor, just on the iPad.

Humm do you use DestroyImminent, true? Because this make the Unity trash the file!

I’m using resource load and destroy many objects, and everything work.

No, I use

Object.Destroy(objectReturnedFromResourceLoad);

Also, when using Instruments (that XCode profiler) I don’t see memory use drop after this call…

Don’t do that, you’re destroying the resource. You have to use Instantiate.

–Eric

Yea… I figured that in the meantime… But thanks anyway.

But how do I free that memory then?

Resources.UnloadUnusedAssets.

–Eric