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Three paths in the 3D stage dropped objects without releasing what they held on the GPU: - Scene.clear() (New Scene) assigned `scene.children = []`, which disposed nothing and left each child parented to the scene. Every New Scene leaked all geometries, materials, textures and splat buffers of the previous one. - SceneUtils.deleteObject disposed geometries and materials but not the textures they reference (Material.dispose() does not free its maps), so deleting a textured GLB leaked every map. - _create_skybox replaced scene.background without disposing the previous cube texture. Add disposeObject3D(), which frees geometries, materials and their textures (deduplicated), skeleton bone textures and Spark splat buffers, and use it in clear() and deleteObject. clear() now uses Object3D.clear() so children are actually unparented. The old deleteObject also checked a custom `.texture` field that nothing in the codebase sets; that branch is dropped. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>