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Fixed in 2021.2.X



Found in






Issue ID




[WebGL][Android] Memory growth above 256mb causes [Could Not Allocate] errors in Chromium based browsers

Web Platform


Reproduction steps:
1. Open the attached project ""
2. In the Project window under "Assets/Scenes" open "MemoryTest.unity" and switch to WebGL Platform
3. Build for WebGL
4. Use for hosting the WebGL Build
5. Enter the address generated by in the Android device
6. Navigate to "edge://inspect/#devices" or "chrome://inspect/#devices"
7. Attach Chrome/Edge DevTools to the device
8. In the Input Field enter "200" and press the "Add Textures" Button
9. Inspect the DevTools Console

Expected result: Memory growth above 256 Mb does not cause [Could Not Allocate] memory errors in Chromium based browsers
Actual result: Memory growth above 256 Mb causes [Could Not Allocate] memory errors in Chromium based browsers

Reproduced on these devices:
N/A, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00339, Lge LG V50 ThinQ 5G (LM-V500N), Android 10, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00316, Samsung Galaxy Note10 (SM-N970F), Android 9, CPU: Exynos 9 Series 9825, GPU: Mali-G76

Reproduces on: 2019.4.17f1, 2020.2.1f1, 2021.1.0b1, 2021.2.0a1
Could not test on 2018.4.30f1 due to the project breaking when downgrading

Tested with these browsers on Android: Chrome (87.0.4280.101), Ecosia (, Opera (61.2.3076.56749)

-Issue does not reproduce on Dekstop browsers
-Issue does not reproduce on Android Firefox
-You can set the initial memory to a higher value such as 512mb, but increasing memory above that still causes the browser to fail when allocating memory.

Comments (2)

  1. 885d8cad4dac45665fcb646d18512255?d=mm


    Jan 27, 2021 21:00

    Thank you!

  2. 31e0cec44ed296c30fb0315bdbb3a5f5?d=mm


    Jan 27, 2021 19:07

    For anyone experiencing this bug, you can chat with other developers that are working around this bug via this Unity forum thread.

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