Scene change creates a memory spike on iOS

So I have a scene with sprites and animations which takes around 115Mb of memory while running. When I change scene there is a spike in memory usage, it goes up to 230Mb. Usually this crashes the iPad I’m building on. So I’m wondering why is this happening? Does Unity momentarily hold both scenes in memory? The other scene takes about same amount of memory as the first one. Is there anything I can do about this?

I’m pretty sure it does have to have both in the scene together. (so it can display the next one without having a cpu spike or blank frame in between)
I’d recommend using AdditiveAsync level loading or selectively unloading parts of your current scene before loading the next one.