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Fixed in 5.3.0
[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
Building - Failed to write file: sharedassets0.assets
Error building Player: Couldn't build player because of unsupported data on target platform.
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Dec 10, 2017 19:07
still in 2017.2.0f3
Oct 18, 2016 03:20
Oct 18, 2016 03:14
Jun 09, 2016 14:16
Still in 5.3.4
Mar 07, 2016 15:06
We still have this issue in latest version 5.3.3 f1. Our sharedassets0.assets file is around 5.9GB. What is the working max size now?
Oct 03, 2015 13:01
I had the exact same problem and the culprit in my case was that the free space on my C drive was about 60MB. Deleting files and increasing the free space did the trick.
Sep 27, 2015 18:08
This just hit me when I upgraded to the latest version of Unity, except the project does compile. I've yet to test whether anything is broken on the compiled executable.
Whatever you are doing, please revert this unintended regression.
Sep 02, 2015 01:34
Unity! You guys have fixed so many of the issues I initially encountered with U5, but this one is just too much to bear. Please get this fixed ASAP since as was pointed out in another comment, this is a company breaker. Devolve our scenes? No... this is a bug that would require MANY hours to work around (if the workaround even worked) and you have already said you know the problem is there and have plans to fix it. PLEASE ACCELERATE this topic. Way too many of us are stuck!
Sep 01, 2015 08:42
I also got this error when building a very large asset bundle. But later I noticed that I didn't have room on my hard drive, cleared some space, and didn't get the error again.
Aug 12, 2015 13:33
Its not the disk space. At least not in our case. We built a workaround by manually packing stuff into asset bundles but this has two disadvantages:
It is unhandy and takes ages + the unpacking of the bundles at runtimes causes massive hiccups. So it is not suitable for us.