Search Issue Tracker
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
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.
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
- Sprites are cut off when using a custom alpha mask with a custom shader
- Screen.SetResolution() ignores width and height parameters when switching from Fullscreen to Windowed mode
- Crash on il2cpp::vm::Class::Init in the Player when handling FileNotFoundException in cascading catch blocks in async method
- Mesh with vertex animation shader renders incorrectly when using DirectX11 and AMD GPU
- Select Dependencies context menu doesn't work properly in Project Browser
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.