This thread is concerning the need to manually dispose of stuff not collected by the Garbage Collector. Hopefully this thread will show up for other people searching for what "native engine object" means. It says on this page: https://docs.unity3d.com/ScriptReference/RenderTexture.Release.html >As with other "native engine object" types, it is important to pay attention to the lifetime of any render textures and release them when you are finished using them, as they will not be garbage collected like normal managed types." However, there is no link to a list of exactly what other "types" I need to manually manage. If I click "Memory" inside Unity's profiler tab the following is mentioned: Textures, Meshes, Materials, AnimationClips and AudioClips Is that it? Will the Garbage Collector take care of everything else except for these five categories? "Textures" I assume is Texture2D and RenderTexture. "Meshes" I assume is Mesh but NOT the MeshFilter component. "Materials" I assume is anything created with new Material(Shader.Find("...")); Same with new AnimationClip(); and AudioClip.Create(); (or however you are supposed to create new AudioClips these days). I also assume this only applies to these things if specifically created in MY code. For example, when calling "r.material.color = Color.white;" (where r is a Renderer) I expect the Renderer to take care of disposing the Material copy it automatically creates. I also assume anything created with Resources.Load(); won't need manual disposal. Also, exactly how are we supposed to dispose of these things? RenderTexture has a Release() method, Texture2D does not. I assume GameObject.Destroy(tex2d) will take care of it? Do I also need to do the same for RenderTexture after calling Release()? Am I missing something? What other "native engine object" types are there? Some? None? Maybe one of the above isn't one? Finally, I suggest Unity adds a title on this page that brings up "native engine object" types and explains that you cannot always rely on the GC to take care of everything: https://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html As a bonus I'll mention that I think there is some cleanup of "native engine objects" when you change the scene in your game? Correct me if I'm wrong, I didn't get it from the official docs. If you never change scene or stay on the same one for a long time it won't help, though.