When playing a looping video (H.264, full HD, 25fps) in a Windows x86_64 executable made in Unity 2019.3, there appears to be a memory leak that steadily increases. I’ve seen this in several beta versions of 2019.3, and also 2019.3.0f1. Up to and including Unity 2019.2, I have not encountered a memory leak when playing looping video. I’ve made a simple looping video player Unity project to strip out all other elements from my project, and can consistently replicate this issue. I’ve made the simplified project in Unity 2019.2.14f1 and then built an exe from it. This works fine on 2 PCs, there is no memory leak. I then duplicated this Unity project, upgraded it to Unity 2019.3.0f1 and made another exe. This new exe has a memory leak. The video is an internal asset (I have also tried playing from a local URL), and is output to a render texture (I have also tried outputting to camera planes). My 2 test PCs are as follows: i7-6700K, GTX 970M (6 GB video RAM, GeForce driver 441.41), 32 GB RAM, Windows 10 Pro 1909 Build 18363.418 i5-8400, GT 1030 (2 GB video RAM, GeForce driver 441.41), 8 GB RAM, Windows 10 Home 1909 Build 18363.476 When running the exe made in Unity 2019.2, the app’s memory usage as shown in the Windows Task Manager stays consistent. When running the exe made in Unity 2019.3, the app’s memory usage as shown in the Windows Task Manager increases by approx. 375 MB over 60 minutes, and continues increasing at the same rate until the video output on screen goes black. Download the following 2 projects, publish as Windows x86_64 executable and run. https://github.com/simonjameskendrew/Looping-Video-Player-2019.2.git https://github.com/simonjameskendrew/Looping-Video-Player-2019.3.git Does anyone else see this issue, and if so, does anyone know a fix for it? I've submitted a bug report to Unity today (Case 1202525), and am awaiting a response from them.