Call UnloadUnusedAssets after SetQualityLevel?

If I change quality settings will the old textures be cleared from memory straight away or should I use UnloadUnusedAssets?

I think you’ll just delete the assets from your project hierarchy, which you don’t want in case you switch back to higher quality levels.

Also, as long as you’re not rendering the textures, they don’t have drawcalls.

Maybe I should have explained that I’m trying to optimize memory, not drawcalls. So for example, if I jump to a higher quality setting (with larger textures) will the smaller textures remain in memory or do I need to call unloadunusedassets if I want to optimize memory?