Don't load AssetBundle Scene on Android

I try load assetbundle scene from http server, but if file size more then 10 Mb, device screen freeze and application crush is out of memory.

Log

11-21 11:09:05.233 19479 19500 W ingKIOUTContro: 0xebadde09 skipped times: 0
11-21 11:09:05.233 19479 19500 E CRASH : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000000
11-21 11:09:05.233 19479 19500 E CRASH : ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
11-21 11:09:05.233 19479 19500 E CRASH : Build type ‘Development’, Scripting Backend ‘mono’, CPU ‘armeabi-v7a’
11-21 11:09:05.233 19479 19500 E CRASH : Build fingerprint: ‘samsung/a50xser/a50:9/PPR1.180610.011/A505FNPUS2ASJ1:user/release-keys’
11-21 11:09:05.233 19479 19500 E CRASH : Revision: ‘7’
11-21 11:09:05.233 19479 19500 E CRASH : pid: 19479, tid: 19500, name: UnityMain >>> com.games.trainingKIOUTControl <<<
11-21 11:09:05.233 19479 19500 E CRASH : r0 b2c45010 r1 0000003d r2 1187a034 r3 80000000
11-21 11:09:05.233 19479 19500 E CRASH : r4 b2c45010 r5 00000000 r6 0000003d r7 00000000
11-21 11:09:05.233 19479 19500 E CRASH : r8 c93759c8 r9 c35fc110 sl 00000000 fp b20ba650
11-21 11:09:05.233 19479 19500 E CRASH : ip cae44ccc sp c93759a8 lr c9f40ac4 pc c9f40ac4 cpsr 00004c2c
11-21 11:09:05.233 19479 19500 E CRASH :
11-21 11:09:05.233 19479 19500 E CRASH : backtrace:

Enumerator DownloadAsset(string url,Hash128 hash)
    {
        using (UnityWebRequest uwr =  UnityWebRequestAssetBundle.GetAssetBundle(url, hash, 0))
        {
            uwr.SetRequestHeader("token", token);
            uwr.SetRequestHeader("isManifest", "false");
            var operation = uwr.SendWebRequest();
            while (!operation.isDone)
            {
                MainText.text   = (uwr.downloadProgress * 100).ToString();
                yield return null;
            }
            AssetBundle bundle = DownloadHandlerAssetBundle.GetContent(uwr);
            {
                print("Get asset from bundle...");
            }
            uwr.Dispose();
            print("ready to Load scene from asset...");
            StartCoroutine(LoadSceneTrue(bundle));
        }
    }
 IEnumerator LoadSceneTrue(AssetBundle bundle)
    {
        yield return null;
        string[] scenePath = bundle.GetAllScenePaths();
        AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(scenePath[0]);
        asyncOperation.allowSceneActivation = false;
        Debug.Log("Pro :" + asyncOperation.progress);
        while (!asyncOperation.isDone)
        {
            MainText.text = "Loading progress: " + (asyncOperation.progress * 100) + "%";

            if (asyncOperation.progress >= 0.9f)
            {
                asyncOperation.allowSceneActivation = true;
            }

            yield return null;
        }
        bundle.Unload(false);

    }

How do you know this is out of memory? Do you get explicit message about it?