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Addressables cauing out of memory when trying to load builtinshaders

Discussion in 'Addressables' started by ImproxGames, Feb 5, 2020.

  1. ImproxGames

    ImproxGames

    Joined:
    Apr 3, 2017
    Posts:
    20
    Hey, after switching to addressables we are running in to a problem with built in shaders on the device we are running it on.

    The built in shader bundle is almost 500 mb in size, and when it is being loaded it suddenly fills the whole memory and causes the game to crash. It suddenly jumps from using only around 300 mb of memory to filling the memory (around 2 gigabytes)

    What could be done here, the game worked fine on the system before addressables.
     
    futurlab_peterh likes this.
  2. ImproxGames

    ImproxGames

    Joined:
    Apr 3, 2017
    Posts:
    20
    Update to this, i managed tp narrow this down to one the built in shaders we use (Standard specular to be specific). I updated all the materials to use thay shader in assets folder and moved it to an addressables grpup, whoch built to 400 megabyte size. Still it fills the whole memory during loading.

    How does the 400 bundle suddenly eat 2 gigabytes worth of memory?
     
  3. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,820
    Hey there, we'll circulate this with the team. Which versions of Package Manager and the Editor are you using?
     
  4. Ryanc_unity

    Ryanc_unity

    Unity Technologies

    Joined:
    Jul 22, 2015
    Posts:
    332
    Hmm, that sounds odd on a few levels. Can you submit a bug report with your project for this issue?