Every time I try to build content for my project I get out-of-memory and crash, Unity 2019.2.0f1 & Addressables@1.1.7. I have approximately 5GB of models (FBX) in my project, not all can be loaded into memory at once. I am streaming based on player proximity at run-time and this was working on a previous slightly smaller batch of models. To facilitate the streaming the models are packed separately, so I have a very large number of asset bundles being generated (~3000). My developer machine has 16GB of RAM but I would have hoped it would be enough to do a successful build. The memory management in the build asset bundles stage is actually very efficient, but when we reach GenerateLocationListsTask.Run, memory spikes up to maximum (virtual memory allocation can't cope either) and the process crashes. The crash always occurs in the call to CreateResourceLocationData, possibly related to the large amount of data generated in the dictionaries and lists being created in the surrounding loops. The build succeeds if I only build 1 asset group at a time, but each time I perform a build, the catalogue replaces the entries from the previous build. Is there a way I can work-around these memory limitations by additively building my assets into the catalogue instead of replacing it when I do a new build? The log crashes with: DynamicHeapAllocator out of memory - Could not get memory for large allocation 4804516! Could not allocate memory: System out of memory! Trying to allocate: 4804516B with 32 alignment. MemoryLabel: VertexData Allocation happened at: Line:171 in C:\buildslave\unity\build\Runtime/Graphics/Mesh/VertexData.cpp The reference to VertexData.cpp leads me to believe the assets are being loaded into memory in this step? Is this necessary?