Hi everyone, I have an issue with the video player and the memory, especially on Apple’s devices. I tested with : - Unity 2019.4.3f1 - 2019.4.9f1 - WebGL 2.0 & 1.0 - Safari 13.1.2 - Chrome version 85 - Video mp4 h264 720p (2mb - 20mb) My app is for WebGL and I have several videos. So I set the VideoPlayer.url (I load the video from the StreamingAssets Path), Then VideoPlayer.Play() When I change a video, I do Video player.Close() and then the step as said above (with a new url of course) Inside the browser and their dev tool all the memory seems to be correct for my app. Snapshot around 50-120Mb. I also use this plugins found on GitHub. Thanks to https://github.com/kongregate/Unity-WebGL-Utilities I get these value on average : WebGL Memory - Total: 64MB, Used: 32MB, Free: 31MB But my problem is about the memory that I can see on the task manager for windows and activity monitor on MacOS. I focus my test on MacOs with Safari and the Activity Monitor. The app starts around 500-600mb. Then after 5-10 video changes, I got > 1Gb. I don’t know why but sometimes, it stays around 1.5Gb, other time the memory can go up to 3Gb and drop to 1Gb On MacOS with chrome, the memory stays at 500-600mb. My big problem is with my iPad Air 2019. With Safari or Chrome, after a few (20) video changes : - on Safari, the page restarts - on Chrome, I got the "Aw, Snap!" page crashes and other page loading errors. As I have a strange value in memory on the Mac, I guess the issue on the mobile device is related to memory. I am not an expert on Memory Management so I hope you can help me to resolve my issue. In attachment, you can find one screenshot of the web inspector from Safari MacOS. In the archive, I export 2 timelines in .json so you can import them inside your web inspector. Thank you for the help !