Hi all,
Recently, we made a significant change to our project structure, and swapped a large number of meshes / textures from being built as asset bundles, to being directly included in the main **Resources** folder of the project and loaded directly via Resources.Load.
This change has been positive in a number of ways, except one; we are now unable to produce IOS builds via the editor on a Mac (100% fatal memory crash rate), and on Windows building Android targets fails about 50% of the time. Automated builds which run Unity in batch mode are fine for both platforms.
So we're obviously now hitting the 32-bit process memory limit during Editor-driven builds, which is a huge pain.
I *really* don't want to unwind this change and go back to making large-scale use of asset bundles. So, a couple of questions:
- why the difference in memory overhead during the build process between prepping the streaming assets, versus using the resources folder?
- What kind of size of Resources folder are people sticking to? We have a huge number of assets which have to be included (but which may never be loaded), so our Resources folder is now 1.5Gb in size on disk.
- Do I have any other options other than cutting down the size / number of assets in this folder, or moving back to a streaming asset approach? Unity 5 is also not an attractive option at this point. Is there any plan to bring 64-bit support to Unity 4, ever?
*edit* Final question - I'm assuming that splitting this single Resources folder into multiple would have no effect on peak memory usage during the build?
Thanks all,
Nick
↧