Need help with Memory management with Electron app using Unity WebGL Build
We have a dummy application made in Unity3D WebGL. We are further using Electron to build Windows and MacOS application from the WebGL build.
The application consists basic UI created in React and 3D room and objects that are loaded at runtime using Asset bundles. The application also gives the functionality to change texture on objects at runtime which can be imported from user's local storage.
The problem that we are facing is the memory issue. Our application supports textures up to 16k resolution, but since the memory allocated is limited, we are getting out of memory issue.
We need a solution to load as many textures the user can import without degrading the texture quality and resolution.
NOTE: We have tried lowering the texture resolution to 4K and also compressing it to 90% quality. By doing so, we can import some textures but the problem still persists.
We have also created a build for Windows and MacOS directly from Unity3D and the application handles the situation perfectly. We do not get the memory issue in the native application. In the Native application, we are able to use higher amount of memory(up to 16GB).
What we have tested so far: 1. We are able to use approx. 5Gb of memory when loaded objects multiple times with no crash. 2. When we load textures of 16K resolution with only a single object loaded, the application crashed.
Your answer
Follow this Question
Related Questions
Unity WebGL heap memory usage tracking 0 Answers
Where to set Total_Memory? 0 Answers
Release memory in Addressable not working in webgl 0 Answers
WebGl project memory usage 1 Answer
WebGL freezes until memory is allocated (20 seconds) 0 Answers