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Build Settings Development Build Checkbox

Discussion in 'WebGL' started by DudeGuy, Jun 5, 2015.

  1. DudeGuy

    DudeGuy

    Joined:
    Jul 17, 2014
    Posts:
    19
    Hello,

    I'm a little concerned about an issue I'm having. Currently, the application I'm working on takes up a lot of memory before actually launching the game. It crashes on Windows Chrome when 'Development Build' is not selected. When it is selected, it takes up less memory and the game runs fine. It's the same situation on Mac memory-wise, but it runs fine on most Mac machines whether it's checked or not. We've tried both the 32-bit and 64-bit versions of Chrome on Windows; even on a machine that has 24GB of RAM, so the crashing doesn't seem to be memory related, but release mode related. Unfortunately there is no js console output as I'm hit with the Aw Snap view.

    Is there something to this that I may be doing wrong, though? I've tried different settings combinations, but can still only get it to run in development mode for Windows Chrome. I would also think it would take up less memory when making a release version.

    Unity Version 5.1.0f2.

    Thanks!
     
  2. jonas-echterhoff

    jonas-echterhoff

    Unity Technologies

    Joined:
    Aug 18, 2005
    Posts:
    1,666
    I don't understand how Non-Development builds would use more memory then development builds (should be less, if anything). Do you have a repro case?
     
  3. DudeGuy

    DudeGuy

    Joined:
    Jul 17, 2014
    Posts:
    19
    Thanks Jonas. I don't understand it either. When I run with the profiler, the actual game memory is minimal in development mode (can't test in release mode as it's not an option); it's the launching of the javascript and everything else that occurs at startup that that seems to eat up the memory. After the game starts up, the memory goes way down.

    I've been meaning to set up a dummy project that hopefully exhibits the same problem as I can't make my application public at this point. I'll try to get to this soon.