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Fixed in 5.3.0
Votes
91
Found in
Issue ID
651505
Regression
No
[Building] Windows standalone not buildable when sharedassets file is larger than 2gb
Steps to reproduce:
* open the project
* project contains lots of graphical elements (project takes up 4gb when imported)
* wait for import to complete
* Build -> make sure test.scene is included -> build
* Building stops, errors are shown:
success && actual == (UInt64)size
UnityEditor.HostView:OnGUI()
Building - Failed to write file: sharedassets0.assets
UnityEditor.HostView:OnGUI()
Error building Player: Couldn't build player because of unsupported data on target platform.
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Toba
Aug 08, 2015 22:17
People! Listen to NETINCOME2 said!
I had the same problem and then, thanks to NETINCOME2, I realized that I was getting out of disk space to make the build.
I deleted some stuff and now I'm being able to build without any problem :)
Quested
Jul 31, 2015 08:40
I had a project which I could compile without any problems and which is very small(I think so), but after upgrading to Windows 10 I get the same error(tried restarting pc and upgraded Unity from 5.1 to 5.2)(Personal Edition).
success && actual == (UInt64)size
UnityEditor.HostView:OnGUI()
Building - Failed to write file: sharedassets0.assets
UnityEditor.HostView:OnGUI()
Error building Player: Couldn't build player because of unsupported data on target platform.
AldaGames
Jul 24, 2015 11:54
Hi guys,
ATTENTION : Be careful if you have enough free disk space !
toxtronyx
Jul 23, 2015 09:37
I know that this bug has not so many votes but this is a ridiculous show stopper! We stumbled upon this yesterday and it means that we can't build for GamesCom and the whole project is doomed because we have absolutely no chance to shrink down our data.
In short: This bug has the potential to ruin a complete company!
Sure. This is our risk. But heck! Please help!
alexeyzakharov
Jul 03, 2015 13:14
Unity 5.1 has a 4GB limit for serialized files. This restriction applies to the data files like 'mainData', levelX, sharedassetsX.asset, etc.
We are refactoring an underlying code to support files up to (2^64)-1bytes in size and have compatibility with filesystems like FAT32.
Before that, the simplest workaround is to split large level into a smaller levels and use LoadLevelAdditive to reconstruct it.
Sacristan_G
Jun 25, 2015 20:34
This thing really sucks my money away! Unity, please fix this ASAP!
phatton
Jun 09, 2015 14:22
This is ridiculous! Any solution yet?
idlebyte
May 05, 2015 21:58
Anyone found a good way to debug this? I've assigned and built asset bundles for everything possible and I still can't build.
jcaspews
Apr 26, 2015 20:42
Hey unity team, will you fix this problem ?
or can you give us some workaround ? thanks.
Zak_McKrackin
Apr 26, 2015 09:53
Completely agree - lets get this fixed!