Hello! The game suffers from lack of memory on Nokia Lumia 520, how can I fix it? I'm porting 3D shooter from iOS and Android to WP8. And I constantly encounter crashes due to System.OutOfMemoryException in managed code or C++ exceptions from UnityPlayer.dll (“Could not allocate memory: System out of memory!” in MemoryManager.cpp Line: 793), especially while loading new scene. I know that Lumia 520 is not that powerful; it has only 512 Mb RAM; 180 Mb of it is available to application (taking into account `ID_FUNCCAP_EXTEND_MEM`). However the same game feels quite playable on less powerfull iPod Touch 4 (256 Mb RAM); even more so on iOS and Android devices with 512 Mb. Moreover more sophisticated Angry Bots also look good enough on Lumia 520. Tried to cut off some meshes, lightmaps size, etc, it did help but very slightly. Debugging and profiling makes things even worse. Which ways should I try; maybe, some WP8 specific things? I've read some general articles like this , but not in the Unity context. Another question: how can I use Visual Studio Memory Profiler? The only available option is Execution (CPU) Profiler. Environment: Windows Pro 8.1 64-bit Unity Pro 4.3.1f1 Microsoft Visual Studio Express 2012 for Windows Phone (provided with Windows Phone SDK 8.0) Nokia Lumia 520 Any help would be very much appreciated!