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Unity pc build out of memory 5
Unity pc build out of memory 5





unity pc build out of memory 5

2020.2.1 on mac caused an issue with imposter asset so could not try to build addressables with that. Tried with 2020.2.0 on an M1 mac and got no problems. Still using unity 2020.1.4 on windows machine since upgrading causes an issue with imposters and breaks the project. I guess those are the most memory consuming assets. I have lots of 8k images uncompressed used for imposters in the projects. Every now and then, unity crashes when building addressables. Then, I ordered new ram and upgraded windows machine to 32 GB. When I monitored memory usage, I was observing that the whole 16 GB of memory was used and when unity could not get any more mem for the next operation when building addressables, it or computer was crashing. My macbook pro 2011 was always successful in building addressables.

unity pc build out of memory 5

Then, I still had crashes when building addressables. The reference to VertexData.cpp leads me to believe the assets are being loaded into memory in this step? Is this necessary?Īn update on this issue. MemoryLabel: VertexDataĪllocation happened at: Line:171 in C:\buildslave\unity\build\Runtime/Graphics/Mesh/VertexData.cpp Trying to allocate: 4804516B with 32 alignment. Is there a way I can work-around these memory limitations by additively building my assets into the catalogue instead of replacing it when I do a new build?ĭynamicHeapAllocator out of memory - Could not get memory for large allocation 4804516!Ĭould not allocate memory: System out of memory! The build succeeds if I only build 1 asset group at a time, but each time I perform a build, the catalogue replaces the entries from the previous build. The crash always occurs in the call to CreateResourceLocationData, possibly related to the large amount of data generated in the dictionaries and lists being created in the surrounding loops. The memory management in the build asset bundles stage is actually very efficient, but when we reach GenerateLocationListsTask.Run, memory spikes up to maximum (virtual memory allocation can't cope either) and the process crashes. My developer machine has 16GB of RAM but I would have hoped it would be enough to do a successful build. To facilitate the streaming the models are packed separately, so I have a very large number of asset bundles being generated (~3000). I am streaming based on player proximity at run-time and this was working on a previous slightly smaller batch of models. Every time I try to build content for my project I get out-of-memory and crash, Unity 2019.2.0f1 & have approximately 5GB of models (FBX) in my project, not all can be loaded into memory at once.







Unity pc build out of memory 5