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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

41

Found in

5.3.2p4

Issue ID

779405

Regression

No

[Standalone] Corrupted textures in a huge project

Build Pipeline

-

Reproduction steps:
1. Open attached "Stripped4" Unity project(4gb file).
2. Open and play "Physics Based Tank Controller/Scene/Demo Scene 2" scene.
3. Look around and notice how the textures looks (Pic attached).
4. Build and run this scene.
5. Repeat step 3.

Reproduced with: 5.3.2p4, 5.3.4p2
Couldn't test it with 5.2 and 5.4 because of errors.
Duplicate case has repro on: 5.4.1p2, 5.5.0a1

Not reproducible by:
- Creating animation with 2300 one pixel sized sprites in an empty project.
- Adding 2300 materials into resources folder in an empty project.

Note:
- It appears that the number of textures in the game makes no difference. It is the size of those textures. Unity can apparently only use 4gb of compressed textures. Our guess is that the issue is a 32 file pointer.
- Player log attached.

  1. karl_jones

    Jan 25, 2018

    We are aware of the problems users are facing.
    We currently have a limit of 4gb that applies to all our assets.
    You can read the details here: https://forum.unity.com/threads/bug-4gb-limit-to-textures-in-standalone-build.441116/#post-2852657

    We are working on improving things although this is not a simple issue and is being treated as future feature development, it is not something we can fix as a bug (sorry no backport).

    If you are having these issues we recommend you look into asset bundles, they have significant advantages when working with very large projects.

Comments (34)

  1. blake_seow

    Oct 29, 2017 16:43

    same problem in Unity 2017.1.0.p2
    Can't believe this haven't been fixed, This is a huge problem for making bigger games. StreamingAssets could be a work around, but not a good solution. Please fix this.

  2. maidengaming

    Oct 29, 2017 16:16

    Why has this problem not been addressed?

  3. aditya-tfg

    Oct 12, 2017 07:38

    Facing the same issue in 5.6.3p3

  4. ChristmasEve

    Sep 06, 2017 22:28

    We REALLY need you to make this change and allow >4gb in the resources file. Someone at Unity had suggested using AssetBundles and I was all excited for a few days, only to discover that loading my mobs from StreamingAssets takes WAY TOO LONG (60+ seconds to start my game), whereas when the same assets were in "resources.assets.resS", the game loaded in just a couple seconds.
    I'm having to do something really unconventional (having as many as possible in resources, and the overflow as AssetBundles). This is not acceptable. As I add more to my game, it's going to take longer and longer to load, even in the editor.
    P.S. loading just the asset I need at the time I need it was not an option. This is an MMORPG game and even loading one asset (a monster) took long enough that it could kill a player while his assets are still loading.

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