Out Of Memory in mobile games: Don’t just look GC at Alloc
This article explains why mobile games can crash from out-of-memory even when GC.Alloc looks low or C# shows no exception. It breaks Unity memory into managed, unmanaged C# buffers, and engine-native resources, then shows common causes like large textures, read/write enabled textures, long audio clips set to Decompress On Load, and Addressables or runtime objects that are never released. It also covers why Android LMK and iOS Jetsam can terminate a game without a C# stack trace, and recommends testing on weak devices with repeated playthroughs and Memory Profiler snapshots to find what stays in memory after each cycle.