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Unity 5.3 Resources.UnloadUnusedAssets() doesn't work properly on iPad mini

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All this happens ONLY on one device (iPad mini MF432C/A). And It doesn't depends from OS version. I've tested same build on other iOS devices (iPhone5s, iPad2, iPad Air2). All devices are with different OS version. And this bug reproduces only on iPad mini.

Memory usage grows constantly when two different scenes loading one after one utils memory warning is received and application crashes.

We call Resources.UnloadUnusedAssets(); function before other scene loading.
Unity logs message to...

Unity 5.3 Resources.UnloadUnusedAssets() doesn't work properly on iPad mini

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