While working on Heap Explorer: https://forum.unity.com/threads/wip...filer-debugger-and-analyzer-for-unity.527949/ ... I observed that either the 'isPersistent' flag of a nativeObject or its documentation is incorrect. The documentation says: https://docs.unity3d.com/ScriptReference/MemoryProfiler.PackedNativeUnityEngineObject.html According to my tests: Assets: isPersistent=true SceneObjects: isPersistent=false Dynamically created scene objects: isPersistent=false The current behavior also does make more sense to me, because this allows to differentiate between assets and scene objects, whereas if it would behave as documented, it would not allow that. However, it does not behave in the documented way, so I submitted this bug-report to avoid building on functionality that might not be expected and change in the future. Reproduce Open user attached project Build & Run a Windows 64bit Standalone Player Connect Unity Profiler to Player Click in Unity BugReport > Open TestCode Window Click "Capture Memory" Observe in the output text that "MyTest_GameObject_In_Scene" shows isPersistent=false, but according to the documentation it should be isPersistent=true for scene objects.