I'm trying to load custom 3D models into the unity WebGL player. My first approach was to generate assetbundles and load those from my server. This works great when using very small models but just doesn't work with larger files: Desktop: - Assetbundle 30MB = Is this even loaded from the server? Woa so fast - Assetbundle 70MB = works flawlessly - Assetbundle 140MB = Crashes iPhone 11: - Assetbunde 30MB = reloads the page a few times (????) throws a few out of memory exceptions but after a few reloads it eventually comes through - Assetbundle 70MB = crashed - Assetbundle > 100MB = crashes I tried an older android phone, and being the careful man I am, feeding it a 13MB assetbundle. That thing didn't even know what happened and flipped from even starting to download this assetbundle. So, I googled the infamous "out of memory" exception and the only solution I came up with is "Increase player memory size". So I increased the webplayer memory to 512MB and later to 1024MB. No succcess. How does it happen that a project configured with 1024MB, an empty scene, crashed when loading an Assetbundle bigger than 140MB? My PC has 16GB of RAM, I'm sure it can spare 140MB... EDIT: I changed the webplayer memory size through an editorscript. I'm using unity version 2020.1.13f1 Anyone suggestions?