The lower end memory WP8 devices, such as the Lumia 520, Lumia 620, Huawei W1 101 etc only have 180MB of TOTAL memory available before your game will crash. I'd highly suggest running the profiler against your WP8 device and making sure total memory never gets anywhere near 180MB. Take a look at the attached image. The vertical white line shows the point at which our app crashed. There is a small memory spike of 68.2 MB. But remember memory is also used up by other things such as the graphics driver, FMOD and Unity. The red rectangle in the image shows the committed limit for the device, and as you can see the committed total for the app is dangerously close to hitting the 180MB mark, which it did in fact, and caused the app to crash. For those testing only on high-end devices, please be aware of this fact, and PROFILE YOUR MEMORY USAGE ON LOW END DEVICES, high end devices generally use more memory, so don't try to get it under 180MB on a high mem device, test on a low end device to get accurate readings. If you submit your game to the store without profiling on a low mem device, you will submit your app to the store and half your userbase will come back and rate your game poorly due to low memory crashes. If you can't profile on a low memory device, then set your game to only be downloadable by high memory devices, to avoid bad reviews. To set up your phone for profiling in the Unity editor.. perform the following steps... 1.) Make sure in Build Settings you set it to 'Development Build'. 2.) Connect your phone to your Wifi Network, then click on the wifi connection to see your phone's IP address 3.) Enter the phone's IP address in the profiler, and press the 'Record' button and the profiler will begin profiling on your phone. 4.) Run your game from Visual Studio, and you will see the profiling will begin. * - If you don't see your phone in the profiler, try this alternate method 1.) Connect the phone to your PC 2.) Make sure in Build Settings you set it to 'Development Build'. 3.) Build the game to Visual Studio 4.) Run the game in 'Debug' mode from Visual Studio 5.) When the game is running on the device and is past any loading screens, click on the 'Active Profiler' dropdown in the profiler, and the device should be listed there. IMPORTANT : DO NOT profile memory on your PC or Mac, the profiling must be done on the device to get accurate usage. So how can you reduce your game's memory footprint? Reduce your audio memory usage One of the easiest ways is to modify the way your audio loads... If you look in the attached image, FMOD uses 37MB of memory. Unity uses FMOD as it's low level audio engine. Some of the biggest memory gains you can make are by changing your audio file import settings to 'Stream from disc' instead of 'Load into memory'. Note this can slightly decrease performance. So for large audio files such as background songs etc.. use this option, and if you need the extra performance, load your sound effects into memory. Compress your textures to DXT1 or DXT5 The second most important thing you can do in a project to reduce your memory footprint is to compress your textures. DXT is a lossy texture compression algorithm, meaning you lose some quality. DXT1 can compress your texture sizes up to 8x, and supports a 1-bit alpha channel (i.e 0 or 1), meaning you shouldn't use DXT1 compression for textures that you require to be semi-transparent. DXT5 can compress your texture sizes up to 4x, and fully supports alpha. In most cases you will just set everything to DXT5, but if you need to squeeze out the extra performance, DXT1 can get you some small gains.