Search Issue Tracker
By Design
Votes
5
Found in
4.5.0f6
Issue ID
611717
Regression
No
2048 x 2048 sprite sheet causes the crash
Reproduced on:
Samsung Galaxy Tab 10.1 (GT-P7510) with Android 4.0.4
Not reproduced on:
Google Nexus 5 with Android 4.4.2
Unity Version 4.5.0f6 (fd4616464986)
Resolution:
The crash is not caused by the 2048 x 2048 sprite sheet. The crash happens because loaded sprite sheets are not cleared from the memory.
In the project objects are loaded with LoadLevelAdditiveAsync one by one. After loading the second object, the first object is removed by calling "Destroy". This however does not remove loaded sprite sheet from the memory.
Adding "Resources.UnloadUnusedAssets();" right after "Destroy" frees memory and prevents the crash.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on ShaderLab::ShaderState::ApplyShaderState when entering Play Mode and calling ShaderWarmup.WarmupShaderFromCollection with a shader that has dynamic_branch
- Crash on operator delete[] when a serializable structure in the System namespace is serialized by a MonoBehaviour
- [macOS] forward and backward mouse buttons are recognized as middle mouse button
- NavMeshModifier.OnEnable/OnDisable gets progressively slower when called repeatedly
- "System.Net.CookieContainer" throws an "ArgumentException" error when using a non-UTF-8 machine locale and hostname
revan42
Sep 20, 2019 21:18
Is it possible with Unity to make a 2048 game like this one
https://poweroftwo.nemoidstudio.com/2048
Thanks!
Asim Arif
Jun 06, 2014 10:44
Any idea when this issue will be resolved?