Hello, We have noticed that our application uses much more memory on the HoloLens with IL2CPP than with .Net Backend. Our application consist of a main scene for where user selects a scenario from the server and starts it, this switches a scene and load some meshes from the server. The meshes are manually parsed from a custom format (asset bundles are not used) and Unity’s Mesh class is created. .Net backed (when scenario is opened is highlighted in red): Il2cpp backend (when scenario is opened is highlighted in red): Did somebody also notice different memory usage on HoloLens between IL2CPP and .Net? Seems the memory usage is slightly higher on il2cpp but the biggest issue seems to be memory not freeing when exiting scenario back to selection screen. In Editor and when targeting .Net framework the memory is correctly freed, only with il2cpp on device is the memory an issue. The scenario tested here has a big mesh where a single mesh is bigger than 64k vertices, so we use 32bit index format. The array to create the mesh are short lived and should be garbage collected after Unity mesh is created. When profiling memory using Unity profiler the memory seems to be stable, no weird spikes, or undestroyed meshes/texture/materials. We had investigated differences in GC between UWP il2cpp (uses Unity’s not compacting Boehm GC) and UWP .net (uses .net CLR compacting GC). And there are differences due to compacting / not compacting memory. Although the memory issue is not reproducible in the editor which also uses Boehm GC. We are using Unity 2018.3.1, build is Release, targeting 10.0.17763.0 sdk, scripting runtime version 4.x Equivalent, API level 4.x. Upon profiling the memory using VS memory profiler. It seems like the heap size is stable but the memory is increasing? Could it be this severe due to memory fragmentation? Both snapshots are from selection screen with main content unloaded. So to sum up, is there some information about what could cause the memory to increase and not being collected with il2cpp? Or is this a Unity IL2CPP bug? Thank you.