Crash when using RenderTexture.ReleaseTemporary in some Android devices

Hi,
I get a crash everytime I use RenderTexture.ReleaseTemporary on my Sony xperia T… it doesn’t happen in other devices like IPad or Galaxy S3.
I think it could be a memory problem, but it’s strange because I’m trying to release memory.

I’m not sure, but I get another crash and I think that it could be relationed. After viewing a scene using shadows, I get a crash when I disable the camera that is showing these shadows.
Is the light shadowing system using something similar to RenderTexture.ReleaseTemporary when no camera is seeing shadows.

How can I avoiding these crashes on xperia T?

Thanks!

What does adb logcat complain when crash occurs?

Thanks Agent_007

I haven’t find anything interesting in logcat, just this:
11-14 15:37:35.894: I/WindowState(628): WIN DEATH: Window{41d54b30 SurfaceView paused=false}
11-14 15:37:35.894: I/ActivityManager(628): Process com.mycompany.mygame (pid 6235) has died.
11-14 15:37:35.894: W/ActivityManager(628): Force removing ActivityRecord{417c03d8 com.mycompany.mygame/com.unity3d.player.UnityPlayerNativeActivity}: app died, no saved state
11-14 15:37:35.904: I/WindowState(628): WIN DEATH: Window{41cc1eb8 com.mycompany.mygame/com.unity3d.player.UnityPlayerNativeActivity paused=false}

I think that we can’t do anything with that…

But, I’ve been testing the game in my device with the profiler, and I’ve observed that, after the crash, if I take a sample of the memory, it is filled with lots of Render Textures (in Not Saved). They are not there while it is working…
It seems that it crash because in some point, it start to get memory for render textures in a infinite loop until it crash!

Is it possible? Any suggestion?