How textures manager works? (SOLVED)

in update method

I checked it twice using GAPID.
New situations (all information from GAPID trace):

Situation 3:
one collection, GO with gui component

  1. Load game and show gui
  2. Waiting 5 seconds
  3. Remove GO with gui.
    waiting 3-5 seconds
    Checking the GAPID trace in last frame : atlas still in memory.

Situation 4:
Collection with one collection proxy with many big atlases(ust for test) and one collelction factory with my GUI

  1. Load game
    (GUI atlas isn’t load to memory)
  2. Waiting 5 seconds
  3. Load collelction factory
    (now GUI atlas in memory)
  4. Waiting 5 seconds
  5. Delete GO from p.3 (with GUI)
  6. Waiting 5 seconds
    (atlas still in memory)
  7. Load collection proxy with many big atlases
    checking and my GUI atlas still in memory.

I don’t know how it works in Defold.
You tell me that it depend of direct link of some component (component referenced to atlas)

From @britzl post I understand that it’s depend of collection, not a component How textures manager works? (SOLVED) - #4 by britzl (collection referenced to atlas)

Here is information from @Ragnar_Svensson where he told that it have to depend of collection (also collection referenced to atlas) , but Defold have bug where you can load atlas using factory. But I do not understand how to unload this atlas . @sicher told that it’s impossible - that mean atlases referenced with collection or something else, but not with components.

I have to understand how it works in engine. Too many controversial information from different people.