That's really really big. My advice is that instead compressing it, keep it truecolor but resize your atlas to make it at least 2 times tinier.I don't if this chest is supposed to be displayed really big on the screen but if it's only an element of a level, you should really consider reducing it's size.It's already 176MB only for animated textures, even if you make it run on the device, I doubt your users will be able to download the game with mobile data.To see the amount of textures you have in your game, you can simply build the game and in the Unity console, click on the 3 bars and select "Open Editor Log", scroll up in the file it opens and you should find a summary of all the assets in your game and their size, sorted by size and by type.If you are targeting iOS and you use Unity 5.4, you should try the new ASTC compression that Metal devices can use, there are really good results with this compression.You should also try that https://bitbucket.org/Unity-Technologies/memoryprofiler If the game launch, just run this thing and it will tell you what is in your memory at this moment. if you see duplicates, it could explain the problem. (If can't even run the game, maybe try to strip your ressources to test only with a low amount of textures to see what append with this texture.What we also noticed in our game is that when a scene have a link to a prefab that contains a Texture, it loads the texture in Memory. So if at the beginning of the game you have a scene that links to almost all prefab, it will load everything to the device memory. What we made to avoid this is that we used AssetBundles to load only relevant Textures and other objects into memory only when we know we will need them.For exemple, if you have a prefab linked with your chest texture, somewhere in your scene, and you are in the menu, you don't need the chest texture, but it is already in memory an this is bad.