Google VR Optimization techniques?

Hi guys my team is running into a memory issue that results in crashes primarily on iOS but also at times on Android . The main camera and left / right eye cameras are fine . We believe the issue occurs when we Render UI on a second set of three cameras ( again a main camera and a left eye / right eye camera) .

This is our first VR app as a team and I just wanted to know if there were any memory optimization techniques we should be aware of specific to the Google VR SDK .

The error we get by the way is :

Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Subtype: KERN_INVALID_ADDRESS at 0x00000000000003c7
Triggered by Thread: 11

The app crashes what appears to be randomly at different times in our app so it doesn’t seem to be a single aggressor but possibly a memory leak somewhere . any and all suggestions are welcome, thank you .

I’ve never encountered your issue, but I’ve also never used a second set of cameras for UI. Why is the second set necessary for your application? What happens to the crashing when you remove the second set?

We moved away from this but the second camera being used to render the UI was causing memory issues. We changed this, thanks for responding !