I've got a major issue in my app with memory. We have our app setup with asset bundles and separate scenes. When we load into a new scene we throw out the old scene and unload the asset bundles for that scene.
The bolt graph macro that is attached to the FlowMachine is not destroyed when the scene is unloaded. I tested a similar setup with a test component and a test scriptable object that is referenced by that component. Similarly, the scriptable object is initialised but not destroyed when the component is destroyed. This post on the Unity forums suggest it should be done manually https://answers.unity.com/questions/639852/does-unity-call-destroy-on-a-scriptableobject-that.html
The benefit of it not destroying is that the second load of that scene is much faster but the downside is that any assets referenced by that graph, also are not destroyed so we end up with huge memory leaks between scenes.
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