Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Compling problem

Discussion in 'Editor & General Support' started by IVMyLife, Mar 16, 2015.

  1. IVMyLife

    IVMyLife

    Joined:
    Mar 16, 2015
    Posts:
    1
    Hello, i'm going to get pissed off right now.

    I'm working for a big project, and our fans are waiting for us to release an update.
    I can't compile my project just because sharedassets are over 2 GB?

    So what I'm supposed to do? Release mobile games which are just ruining the engine fame?
    I'm seriously thinking about switching to UE4, because this stuff lacks of professionalism from a big company such Unity.

    Porcoddio.
     
    OptimoMaximo likes this.
  2. shawn

    shawn

    Unity Technologies

    Joined:
    Aug 4, 2007
    Posts:
    552
    Unfortunately, at the moment, 2GB is the hard limit for sharedassetsX.asset size. You will want to move towards using Asset Bundles or splitting your large scene across more than one.
     
  3. ExSoax

    ExSoax

    Joined:
    Nov 27, 2014
    Posts:
    11
    And why is there this limit?
     
    OptimoMaximo likes this.
  4. OptimoMaximo

    OptimoMaximo

    Joined:
    Apr 7, 2014
    Posts:
    5
    Ah ok, so how would you define this screenshot taken from your main page, attached herewith? The workaround that includes the use of assets bundle is not exactly a 64 bit support for large projects as you state.
     

    Attached Files:

  5. Protozoaire

    Protozoaire

    Joined:
    Apr 14, 2015
    Posts:
    57
    2 solutions for this problem :
    - leave textures to "compressed" instead of true color (to reduce the asset size and for better optimization)
    - If your scene is still bigger than 2GB then split it into smaller scenes and load them at startup with JScript :

    function Start () {
    Application.LoadLevelAdditive("LEVEL1");
    Application.LoadLevelAdditive("LEVEL2");
    }

    function Update () {

    }
     
  6. OptimoMaximo

    OptimoMaximo

    Joined:
    Apr 7, 2014
    Posts:
    5
    Yet, it's something that should be clearly stated. And for what concerns the question from ExSoax, why the developers didn't answer? How's possible that basic stupid stuff like this has ALWAYS to be manually implemented or using a code package written by someone else?! Isn't Unity supposed to be an artist friendly engine to enable everyone to make their game? To me, it seems that it's more time WASTED coding stuff that the developers are too lazy to implement in the engine's core than the actual time we spend on our custom artwork, instead. Indeed, look at the games that are being published using Unity: mobile crap, or pc games that use only free crappy stuff and badly coded with underground performance level. Once more, Unity developers and the company behind it managed to piss on their own shoes. Ah well, what do i expect from a "professional developer" whose forum picture looks like he's on a hangover wearing a pirate blindfold...
     
  7. OptimoMaximo

    OptimoMaximo

    Joined:
    Apr 7, 2014
    Posts:
    5
    Oh i've just watched a video about an eventual feature in Unity for nested scenes inside of a main scene, that was posted more or less 1 year ago... have we seen it after all this time? NO. They simply sit back as soon as someone publishes a package to do this same thing, taking their time sipping on their whiskeys while the money flow comes in from someone else's work that patch their lack of will to work on something that should have been there from the beginning in the first place. Maybe in 2 more years we'll see it implemented, just as it happened with NGUI: buying someone's package so they can avoid to bother with something so basic.
    here is the page http://blogs.unity3d.com/2014/08/04/multi-scene-editing/
    why someone else could code the SAME thing in less time, when those publishers are most likely to be inferior in number? 200 people at Unity Technologies can't do the same work that a bunch of people could in few months?
     
    Last edited: May 10, 2015
  8. Gianvy

    Gianvy

    Joined:
    May 27, 2015
    Posts:
    1
    In the future you will extend the limit? It is disappointing. :(
     
  9. TheCodez

    TheCodez

    Joined:
    Sep 19, 2014
    Posts:
    14
    You should split up the project into asset bundles... Not only because 2 GB is the max but if you update your game the users will have to re-download all 2GBs of data but if you use lots of smaller bundles they will only have to re-download the changed bundles instead of having to download all the data that is not changed. Why would Unity want to add the features for larger asset bundles if it is not a good idea on the first place?