Quick answer: Null out every reference to the asset before calling Resources.UnloadUnusedAssets, and confirm with the Memory Profiler that no managed object still points at it.
You destroyed the GameObjects but the texture memory never dropped. Unity will not unload an asset that anything still references, so you have to clear those references first. Here is how to track them down.
How to fix it
1. Clear all references first
Set every field, static cache, and list entry that holds the texture or its material to null. Resources.UnloadUnusedAssets() only frees assets with zero live references, so a single dangling pointer keeps the whole texture resident.
2. Destroy material instances
If you accessed renderer.material, Unity created a runtime instance that references the texture. Call Destroy(material) on those instances before unloading, or use sharedMaterial to avoid the copy.
3. Verify with the Memory Profiler
Take a snapshot in the Memory Profiler package and use the reference path view to find what is still rooting the texture. Fix that reference rather than calling the unload API repeatedly and hoping.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.