Image and relevant part of the log below. The key would then be to identify the problematic assets and slice those down for smoother memory allocation. If a large number of temporary objects are generated during a heavy Asset-loading operation, and those objects are referenced until the operation completes, then the garbage collector is unable to release those temporary objects and the managed heap needs to expand – even though many of the objects it contains will be released a short time later." Up to what I am researching, reading the documentation, this seems to be the key: "Consider loading operations. My point is that even if this kind of errors are hard to identify/debug solve, the fact the the size to allocate is almost always the same (in this case 134217728), there could be some hint to get to know the asset resposible or some proposal of action to prevent the crash. The crash is related with the lack of me for some compilation task. I observed that most of the time the amount of memory that produces the problem is the same:ġ.- Is there a way to know what specific asset is related to the amount of memory that failed to be allocated in the crash?Ģ.- Is there a way to evaluate the amount of ram memory your machine might need according to the size of a project, the number of assets or any other relevant parameter? Quite frequently I get a memory allocation error in unity at compile time.Īfaik this can be due to a very high number of assets, or due to an asset that might be too large.
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