Well, if you have been following the iOS Large Memory Usage thread, the issue of which Astrogun internally called the 'Titanium Moth' bug, the latest reply from Unity via Apple is essentially that it is a feature, not a bug: https://forum.unity.com/threads/ios-12-large-memory-usage.558550/page-4#post-4271797 This 'feature', known to 'more accurately' double or even quadruple a Unity game's memory footprint on iOS/tvOS, hitting memory limits and causing apps to crash, for over half a year now— when they previously worked fine, means that, while we were able to ship a game that looked better on older hardware (even four year old hardware) two years ago, now we must curtail what is possible with Unity on these platforms to get it to work on even newer hardware today. By a lot. A lot, a lot, a lot. Unity has either waited until the March 1st Apple deadline requiring all developers use iOS 12 or Xcode 10, forcing them to face this memory 'feature' and knew they had no solution (since perhaps when this bug first emerged around Summer 2018), or they were trying up until today to find a solution, or both. I'd like to give Unity the benefit of the doubt here and think that they were trying right up until the limit. Unity wouldn't leave us out to dry like this would they? Now essentially it seems the word is, Apple isn't budging on this. Because they're Apple. So that effectively means Unity must instead. I hope Unity isn't just 'closing this bug' and moving on like they're eager to do with the thread. This has to be addressed fundamentally in the engine itself. Perhaps they must rethink compression methods on iOS/tvOS now to stay under Apple's new memory limits? (this is a rhetorical question...) The way the thread was addressed today and closed by Unity is, with all due respect, very off-putting to say the least. It sort of felt like "since we absolutely must say something today now that the deadline has passed and there's absolutely nothing you can do about it, our answer is: we have no answer so deal with it." Meanwhile, Unity is busy posting dog photos on Instagram. I know a lot of other developers were affected by this memory quadrupling 'feature' that breaks parity with other platforms, and they can't be happy by this news... To Unity, this is extremely disappointing and unbecoming. But also not unexpected.