Having had a flick through the forums I couldn't find a solution for this so decided to post. I have a very large commercial project that had a working WebGL deployment in beta 22, however upon upgrading to f4 I've had three days of issues with no success. Essentially it seems to be a memory issue, or an issue with memory being thrown by something else that's causing the problem. If I set the WebGL Memory size to 512 or higher I get the errors: As a popup: The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings. And in the developer console: increasing TOTAL_MEMORY to 637534208 to be more reasonableindex.html:33 Module.printErrVolvoDevGLBuild.js:1 (anonymous function) Uncaught RangeError: Invalid array buffer lengthVolvoDevGLBuild.js:1 (anonymous function) However dropping the memory settings below 512 gives me the corresponding issues in the console: increasing TOTAL_MEMORY to 318767104 to be more reasonableindex.html:33 Module.printErrVolvoDevGLBuild.js:1044 (anonymous function) index.html:33 run() called, but dependencies remain, so not runningindex.html:33 Module.printErrVolvoDevGLBuild.js:3947268 runVolvoDevGLBuild.js:3947379 (anonymous function) index.html:33 pre-main prep time: 296 msindex.html:33 Module.printErrVolvoDevGLBuild.js:3947288 doRunVolvoDevGLBuild.js:3947304 (anonymous function) Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 318767104, (2) compile with ALLOW_MEMORY_GROWTH which adjusts the size at runtime but prevents some optimizations, or (3) set Module.TOTAL_MEMORY before the program runs. It's become a real rock and a hard place here and I really don't want to drop back to a beta version of Unity 5, plus the project is a bit too large for me to be able to submit it as a bug report. All suggestions appreciated!