We're using Sectr to stream scenes at runtime, however, some assets seem to be sticking around in memory. We're not sure if this is a bug with Sectr or an issue on our part so I've been trying to dig into it to figure out whats going on. For example using the native profiler on a player (not the editor) the object "scooter_1" is showing up when should it be unloaded: I've confirmed that when run in the editor, the scene that this object belongs to does not exist/is not loaded. Since the native profiler wasn't giving me any more info, I went digging for additional tools and found the memory profiler! Using the memory profiler, I recreated the same circumstances and I see: Why does everything but the GameObject have a RefCount of 0? As shown in the previous image, the native profiler shows these same objects referencing each other. Clicking the RefCount number on the "scooter_1" GameObject I'm immediately confused: Why does RefCount now say 2? Shouldn't this still be 1 as it was in the previous image? I assume the two sub-entries represents the objects that are referencing the "scooter_1" GameObject, but what do I do with this information? It's not clear to me how these map back to objects/code in my game. Any help understanding this data would be greatly appreciated! We're using Unity 2019.4.0f1 and Memory Profiler 0.2.5 Preview 1.