Hi, we are working on the game that we are willing to publish to windows phone market. We are facing a problem where Resources.UnloadUnusedAssets() doesn't release memory occupied by meshes to the point where app breaks. We have tested on standalone and wp8 builds - on both builds textures unload just fine; meshes are unloaded on standalone, but not in wp8. What is even more interesting is how things work... We have object A and object B. On standalone if we show object A we have 1 ref and 2 copy in memory. If we switch to obj B, obj A is disposed and we have 1 ref and 2 copies to obj B. Now on wp8 after loading object A, we have 2 references and 2 copies. By switching to obj B, we still have 1 reference and 2 copies of object A and 2 references and 2 copies of object B. Now the twist - if app is sent to background and returned - 1 copy of object A is disposed, however one copy and one reference remains. Any hints would be appreciated. Is it a know bug (forum search results in nothing)? Is there a workaround for it? We are using unity 4.6.2p1. EDIT: We have tested on Android and it works like on standalone so the problem is with wp8 build and the way resources are handled.