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Fixed in 2017.1.0f3
Fixed in 5.6.X
Votes
33
Found in
5.0.0b21
Issue ID
667190
Regression
No
[LOD] Reaching 32k LODGroup components in a single scene causes "group < 0x7fff" errors
How to reproduce:
1. Open attached project
2. Open scene sceneWithTooManyLODGroups.unity
- Note the errors in the console or editor.log
This appears to be caused by reaching the upper limit of LODGroup components in the scene.
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SaSha_K
Oct 11, 2017 16:30
Is this bug fixed on Unity 2017 ?
AJ1006
Sep 14, 2017 00:07
I have still the issue with Unity 5.6.3f1. 8-9k LOD groups
Devpack
May 28, 2017 16:16
Getting this error in 5.5.1f1. Can't make huge forests in open world game because of this.
dunedinginga
May 18, 2017 09:27
Still getting this in 5.6.1f1! Basically means can't use unity's build in LODgroup system for trees.
mitaywalle
Jun 29, 2016 10:31
5.3.5 still reproduced, 10k lod groups
RyuMaster
Aug 16, 2015 21:09
Unity 5.2, still happens after I instantiate large amount of LODGroups, even in Coroutine;
bec_bunsen
Aug 02, 2015 10:21
I run into the same error (unity 5.1.1f1). The log appear when running a script executing in editor mode to instantiate a large amount of LODgroups in the scene. It looks like it reaches a maximum amount at a certain point, and then the problem affects the first LODgroups previously instantiated one after the other.
At runtime, for a LODgroup affected, only the main mesh renderer isn't visible. While the subobjects of the main gameobject are correctly showing.
Note that colliders are correct.
atomicjoe
Feb 08, 2015 18:15
More details:
- This error can potencially hang Unity both in editor and the final build (game freezes, audio gets looped in a 0.5s loop, you have to force close it via task manager) but it doesn't happen everytime.
- The error happens less frequently if you span the instantiation across several frames. (instead of instantiating 5k lodgroups, instanciate 1k for 5 frames.) This makes the game stutter or hang temporary but has better chances to avoid the error.
Could this be related to the changes in the way unity handles instantiation?
(instantiation done by secondary threads?)
atomicjoe
Feb 08, 2015 17:49
I'm having this issue with way less than 32k lodgroups.
In my case, more than 6800 lodgroups causes this.
It may be dependent on the lodgroup complexity.