Memory error

This is driving me nuts, see attached.
Memory allocation error in Texture2D.cpp
Last time I posted this (hasn’t gone away) someone said it wasn’t a bug if memory is requested but not received, well actually if an application crashes then I suggest it is a bug.
I’ve stripped all “junk away”, is there a way to diagnose this, a clue would seem to be “Cleaning up leaked objects in scene …” See attached screen dump.
Built game works fine.
OSX 10.9.3
64GB Ram, Unity using less than 8GB
Unity 4.5.1f3

Unity is crashing because it’s out of memory. You can call this a bug if you want. But the current behaviour is to present you the list of memory pools and report a fatal error. Unity then quits when you press the one and only button. Unity is a 32-bit application, currently.

The dump in the dialog suggests that you have a lot of textures loaded. There’s over 700MB in the GFX pool and over 400MB in the default pool.

When is it happening? Do you select a ton of textures? (Unity will blindly load all selected textures so you can very quickly run into out-of-memory situations here; has been on the list of “to be improved” things for some time)

The messages in your console log seem to indicate that there’s a bunch of transient (i.e. not stored as assets on disk) Texture2D objects leaking. Are you dynamically generating textures by chance?