In order to get our game's memory usage to 256mb, I needed to space out all initialization across several frames (to avoid spiking over 256mb before the garbage collector can run in webgl). This works quite awesomely! I can preload the entire game (I do love my object pooling) over some number of seconds/frames. However, this falls apart if the player switches to a different tab while the game is loading. I already have Application.runInBackground set to true and I can tell in the console that we do indeed have frames that are executing but they are very very slow, to the order of one frame every second or two. If I need 100+ frames to load my game this is almost feels like it pauses (as opposed to spinning very fast if the tab is active). I understand that the browser will/can throttle the CPU, especially if it is tabbed away, but this seems unrelated. If I try to load as much I can in the slow frames I can actually load quite a lot but I'll spike over the memory limit which defeats the purpose what I'm trying to accomplish. So either I need some tips on another way to accomplish loading my game while keeping the memory under 256mb or I need to get clever and load as much as I can in the given frame if the browser is tabbed away. If I could query how much of the heap is currently being used then I could bail once I start approaching the limit and wait til the next frame to continue. So long story short, how can I query the heap currently being used in the webgl memory allocation? *EDIT* Or if I can tell unity to just try to spin as fast as it can even if the browser is tabbed away.