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Weird Exception When Building After Adding "Too Many" Assets?
I sent the following to support@unity3d.com 3 days ago and have received no response so I thought I'd try here for help.
We have a project that contains hundreds of image files along with other scripts and resources. We have an automated build process that runs under Windows that has been building our product, until yesterday. The Unity process died and we could no long make builds. I attempted to build manually and the Unity app simple disappeared. Upon investigation of the Editor.log I discovered there's a memory problem after the last commit which included about 170 image files. It appears that we've reached some memory limit for resources? We need a way to at least work around this because this content is required for the next phase of our product. What options do we have to manipulate the build pipeline? Have you guys seen this sort of error before? I've pasted the exceptions below. The total size of all assets is around 843mb for about 2,200 resources.
--- Editor.log ---
Unity(2676,0xa01b44e0) malloc: * mmap(size=5595136) failed (error code=12) error: can't allocate region set a breakpoint in malloc_error_break to debug
DETAILED EXCEPTION
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ExecutionEngineException: SIGILL at <0x00000> at (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions) at UnityEditor.BuildPlayerWindow.BuildPlayerWithDefaultSettings (Boolean askForBuildLocation, BuildOptions forceOptions) [0x00000] at UnityEditor.BuildPlayerWindow.OnGUI () [0x00000] at <0x00000> at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[]) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] --- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] at UnityEditor.HostView.Invoke (System.String methodName) [0x00000] at UnityEditor.HostView.OnGUI () [0x00000]
- INNER EXCEPTION -
System.ExecutionEngineException: SIGILL at <0x00000> at (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions) at UnityEditor.BuildPlayerWindow.BuildPlayerWithDefaultSettings (Boolean askForBuildLocation, BuildOptions forceOptions) [0x00000] at UnityEditor.BuildPlayerWindow.OnGUI () [0x00000] at <0x00000> at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[]) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000]
DETAILED EXCEPTION END
ExecutionEngineException: SIGILL System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] UnityEditor.HostView.Invoke (System.String methodName) UnityEditor.BuildPlayerWindow.BuildPlayerWithDefaultSettings (Boolean askForBuildLocation, BuildOptions forceOptions) UnityEditor.BuildPlayerWindow.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000]
(Filename: Line: -1)
Stacktrace:
Receiving unhandled NULL exception Receiving unhandled exception
Here is some more information I gathered from a new crash this morning. It's the email I sent to support regarding the issue.
I've got some more information on the build. After the last failure due to the addition of a lot of new images to the project, we temporarily removed some of the images so that we could produce builds for our content developers. We've since added more images and the build is again failing. Below is the "Problem Report for Unity" that pops up while running my build script under OS X. I've also attached the complete log from ~/Library/Logs/Unity/Editor.log. At present I am attempting to build on my macbook pro with 2gb of memory. I notice the unity process is using 1.5gb of memory and 3.0gb of virtual memory when attempting to create a build and very little cpu (between 4-10% from start of the build to failure). The last suggestion I received, to attempt the build with the compress textures setting off, made no difference. Normally our project compresses textures on asset import.
And just to give you an idea of the context in which we're seeing the failure, our build script first creates a temporary project using Unity from the command line. It then checks out content we store in Asset Server and SVN and copies over the SVN content into the temporary project. It then runs another unity command to build the project. However, it doesn't matter if we use the build script or a manual build in the IDE, both fail.
Thanks,
Ben
--- Editor Log ---
Initialize mono
2010-04-19 07:37:24.299 Unity[1840:903] NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be 'Editor', 'Viewer', 'None', or 'Shell'.
BATCHMODE ARGUMENTS: /Applications/Unity/Unity.app/Contents/MacOS/Unity -batchmode -quit -projectPath /Users/ben/ManualBuilds/TrojanSpiritManualBuilds -executeMethod ProjectBuilder.PerformBuild Successfully changed project path to: /Users/ben/ManualBuilds/TrojanSpiritManualBuilds verify_permissions --is-unity-project -- /Users/ben/ManualBuilds/TrojanSpiritManualBuilds, running for ben Done verifying - no errors /Users/ben/ManualBuilds/TrojanSpiritManualBuilds OpenGL: Version: OpenGL 2.0 [2.0 ATI-1.6.10] Renderer: ATI Radeon X1600 OpenGL Engine Vendor: ATI Technologies Inc. VRAM: 256 MB Extensions: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod GL_ARB_half_float_vertex GL_ARB_texture_rg GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_texture_sRGB GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_EXT_packed_depth_stencil GL_EXT_provoking_vertex GL_APPLE_flush_buffer_range GL_APPLE_ycbcr_422 GL_APPLE_rgb_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_ARB_half_float_pixel GL_APPLE_pixel_buffer GL_APPLE_object_purgeable GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix GL_EXT_vertex_array_bgra Automatic import for 'Assets/Resources/TrojanSpiritV1/Graphics/W1K0201oqpsk1-2.png' was disabled because the asset importer crashed on it last time. You can Reimport the asset or rename it in the file manager to force reimporting it.
(Filename: /Users/build/builds/unity-26/unity-2.6.x/Projects/../Editor/Src/AssetPipeline/AssetDatabase.cpp Line: 415)
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Hey Ben, Did you report a bug in Help : Report a Problem? Or did you simply mail the log-dump? Stuff like this is what needs to be reported as a bug. We're really sorry if your question have slipped through our fingers this time.
I've since heard back from support but have no solution yet. I can't send my company's project as a zip file so I will have to find a way to reproduce the problem with another project. I'm guessing it has something to do with either the size or number of assets in our build but I'm not certain. Thanks for the response.
No problem. If you decide to report it without attaching the project, be sure to ad as many details to your bug report as possible. Then we might be able to reproduce it ;-) And thank you for bringing up the problem.
I have a slow but ongoing conversation with support concerning the issues. We got around the solution last week by removing some of our image assets. Obviously that's not a long term solution. $$anonymous$$ore assets are co$$anonymous$$g in all the time as more content is developed. I have more information on the exception that I will update the question to reflect.
Hi Ben, try this: open a new scene with nothing in it and save the scene, then close unity and re-open it. when its open into the new scene, create your build.
Secondly, is your project using Non Power of Two Textures? It seems as though its possible that unity is allocating temporary memory in order to turn those into POT textures and thats when you're hitting your limit. Finally, check if adding a stick of memory gets the build working.
Answer by Cyclops · Apr 19, 2010 at 01:38 PM
This is totally a shot in the dark, I really have no idea what's going on :) But the 2,200 number reminded me of problems I had with Windows XP, opening test files using Twisted - I hit a limit of 2048 File Descriptors. It isn't clear to me if that was a limitation of the library I was using, or XP, but it could be what's happening to you. Check what the limits are (if any) in your OS. Or it might be a hard-coded limitation in a library that Unity uses. And one of the posters below stated it was a per-process limit, so multiple processes could bypass it.
Set Maximum Open Files in Visual Studio
Minor thought just occurred to me - you could test this by adding empty/blank resource files and see if the same error happens at the same number of new files added. You could also test it by adding new files one at a time and seeing where it breaks (might less than 2048, if Unity has some other open files).
2048 is a sensible limit because it aligns with a power of two value. It's also the limit of memory (in $$anonymous$$B) a single process can have in Win32.
I dont think a 2200 something number has the same kind of significance.
@Horsman, they weren't adding files one at a time when they reached 2200. The OP said they had about 2200 total resources, and the build broke after their last commit, which added about 170 image files. So if they had 2030 files working, and added 170 more - that would put them over the file limit of 2048, causing breakage.
You guys may be on the right track except the error isn't something like "too many open file descriptors" its unity's consumption of all available RA$$anonymous$$ and 4.0gb of virtual memory. I'm guessing the max addressable memory space has something to do with why it crashes but why Unity uses so much memory in the first place is another matter.
Like I said, it was a shot in the dark :) Just based on the mention of number of files. BTW, it might be worth editing your post to add what OS you're using - I presume Vista can address more memory than XP.
Answer by Ashkan_gc · Apr 25, 2010 at 05:55 AM
i think you should make your virtual memory much bigger. i think it's a problem about allocating memory dynamicly by malloc and the amount of memory that unity wants is not available so it crashes. 2 questions will come up 1 why unity should use this amount of memory for builds. 2 how others built big projects like palestine global conflict or tiger woods PGA tour online. try to use a machine with 8 GB of memory to see how things go.