In my app I am using Resources.UnloadUnusedAssets();
and it is triggered as part of the device low memory warning. I have a OnLowMemory()
method that I manual trigger on desktop to test this feature and it works as expected by removing & unloading all “old” texture resources.
On Android however it seems to remove ALL textures whether referenced by a material or not.
Is this a known issue or is there a known workaround at all?