We have just started using asset bundles in our first live project. We've done quite a lot of testing and everything seems to work correctly(except for memory profiling on device). But after launch we've realized that a lot of lower end device that could play the game before suddenly are unable to start the game and or getting a lot of crashes. Also the loading times have increase quite a lot. But on higher end devices there are no issues at all.(except for the initial loading) We use the unity 2017.2 with the Asset Bundle Browser. This is the way we setup the project: We have one scene in the build settings of the game. This contains a script to load the initial asset bundles that are kept in streaming assets (scenes and duplicates). So they are included in the file. We use the Assetbundle browser to generate the duplicates that we load at startup, it's the duplicates between the scene bundles. Then later when players reach the third region of the game, that scene bundle is downloaded from a server. The two initial assetbundles(scenes and duplicates) are loaded with AssetBundle.LoadFromFileAsync() And then we load the third part we use the: WWW.LoadFromCacheOrDownload() If we just build a larger file that contains all the scenes directly in build settings and disable the bundles. Low-end devices have no problem running our game. We think the reason is increased memory usage. So now my question, how can we get the same or almost the same memory usage with bundles(in an as easy way as possible) as if the files were added in build settings? I'm afraid that the answer might be create a bundle for each scene... But I hope there is a better way!