I’m doing some thorough memory checking via FindObjectsOfTypeAll, and it turns out some (most) assets never leave memory.
Load a scene then leave it? All the scene’s GameObjects stay right there, floating in limbo.
Delete every single object in the scene? They’re still there, presumably keeping themselves alive with the laughter of small children.
Resources.UnloadUnusedAssets() does absolutely nothing.
Is there any way to trace Unity’s asset-rooting check to see just what sort of tangled web it has traced to decide everything is worthy of life and adopt some sort of garbage collection pacifism?
Clarification: Most of the assets are not stored in the Resources folder, but as scene objects and as prefabs that are instanced as needed. I have edited the text to reflect this.