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Question about asset memory not freed after calling SceneManager.UnloadSceneAsync()

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For SceneManager.UnloadSceneAsync in documentation it says:> Note that assets are currently not> unloaded, in order to free up asset> memory call Resources.UnloadAllUnusedAssets. Does this mean that asset memory will never be free up until i call Resources.UnloadAllUnusedAssets() and then i have to call it everytime i call SceneManager.UnloadSceneAsync? Or it will be freed later automatically?

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