diff --git a/README.md b/README.md
index 42af08e..f801781 100644
--- a/README.md
+++ b/README.md
@@ -6,11 +6,12 @@
This plugin helps you natively share files (images, videos, documents, etc.) and/or plain text on Android & iOS. A **ContentProvider** is used to share the media on Android.
-You can set the plugin up in a few easy steps:
+After importing **NativeShare.unitypackage** to your project, only a few steps are required to set up the plugin:
-- Import **NativeShare.unitypackage** to your project
-- *for Android*: using a ContentProvider requires a small modification in AndroidManifest. If your project does not have an **AndroidManifest.xml** file located at **Assets/Plugins/Android**, you should copy Unity's default AndroidManifest.xml from *C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer* (it might be located in a subfolder, like '*Apk*') to *Assets/Plugins/Android* ([credit](http://answers.unity3d.com/questions/536095/how-to-write-an-androidmanifestxml-combining-diffe.html))
-- *for Android*: inside the `...` tag of your AndroidManifest, insert the following code snippet:
+### Android Setup
+
+- using a ContentProvider requires a small modification in AndroidManifest. If your project does not have an **AndroidManifest.xml** file located at **Assets/Plugins/Android**, you should copy Unity's default AndroidManifest.xml from *C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer* (it might be located in a subfolder, like '*Apk*') to *Assets/Plugins/Android* ([credit](http://answers.unity3d.com/questions/536095/how-to-write-an-androidmanifestxml-combining-diffe.html))
+- inside the `...` tag of your AndroidManifest, insert the following code snippet:
```xml
* is still there **after** building your project to Android.
-- *for iOS*: there are two ways to set up the plugin on iOS:
+### iOS Setup
+
+There are two ways to set up the plugin on iOS:
#### a. Automated Setup for iOS
-- change the value of **PHOTO_LIBRARY_USAGE_DESCRIPTION** in *Plugins/NativeShare/Editor/NSPostProcessBuild.cs* (optional)
+
+- (optional) change the value of **PHOTO_LIBRARY_USAGE_DESCRIPTION** in *Plugins/NativeShare/Editor/NSPostProcessBuild.cs*
#### b. Manual Setup for iOS
+
- set the value of **ENABLED** to *false* in *NSPostProcessBuild.cs*
- build your project
- enter a **Photo Library Usage Description** in Xcode (in case user decides to save the shared media to Photos)
@@ -76,6 +81,9 @@ private IEnumerator TakeSSAndShare()
string filePath = Path.Combine( Application.temporaryCachePath, "shared img.png" );
File.WriteAllBytes( filePath, ss.EncodeToPNG() );
+
+ // To avoid memory leaks
+ Destroy( ss );
new NativeShare().AddFile( filePath ).SetSubject( "Subject goes here" ).SetText( "Hello world!" ).Share();