Memory problem Unity Ads on Android

Memory problem Unity Ads on Android
Each time I call Advertisement.Show(null, showOptions); total memory increases by 20Mb and eventually the app freezes or restarts. I’ve tested this on HTC and Samsung S3. What am I doing wrong?

Here is my code:

public void ShowAds(Action onFinished = null, Action onSkipped = null, Action onFailed = null, Action onComplete = null)
    {
        if (Advertisement.isReady())
        {
            UserInterface.Instance.setTouchInput(false);
            Advertisement.Show(null, new ShowOptions
            {
                pause = true,
                resultCallback = delegate(ShowResult result)
                {
                    Debug.Log("Unity Ads : " + result.ToString());

                    switch (result)
                    {
                        case ShowResult.Finished:
                            if (onFinished != null)
                                onFinished();
                            break;
                        case ShowResult.Skipped:
                            if (onSkipped != null)
                                onSkipped();
                            break;
                        case ShowResult.Failed:
                            if (onFailed != null)
                                onFailed();
                            break;
                        default:
                            throw new ArgumentOutOfRangeException("result");
                    }

                    UserInterface.Instance.setTouchInput(true);

                    if (onComplete != null)
                        onComplete();
                }
            });
        }
    }

Hello, Victor_Kallai,

I couldnt see a mistake on your code, before your production code , did you try using unity-ads with some plain(simple)(basic) code for test purposes. Something default code just for test. Because with this code I cant see through whats going on with your (Action Type) .
Also you can get better help from this forum with a logcat attachment.

Thank you,

There is nothing interesting in my Android log, I’ve already checked it; when the memory increases over a value, my game process is killed by Android os.
I’ve checked with Unity profiler, each time I show an unity ad, the total memory increases with 20Mb but only on Android, this does not happen in Editor.
Inside my game I call the above function like this:

        UnityAdsManager.Instance.ShowAds(
            delegate
            {
                continueLevelFromFail();
            }
        );

I seems like the video ad object is left behind in memory, do I have to delete it myself? Shouldn’t it be deleted automatically when I close the ad?