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U5.3 iOS 9.3.1 Double memory allocation when loading AssetBundle using ODR

First off, a bit about how our system works:

When loading a new scene, we first load an empty scene, then check if the required AssetBundle(s) for the next scene exists locally on disk. If so, we load the required bundle/assets from disk. If not, an On Demand Resources (ODR) request is sent and we wait for the request to complete, and the necessary resources to be downloaded, before we continue on with loading the scene.
This works fine, and have been since we implemented ODR in our app....

U5.3 iOS 9.3.1 Double memory allocation when loading AssetBundle using ODR

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