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Dynamic meshes create a memory out of bounds in Unity WebGL in a CAD project
Hello, I am working since one year on a CAD Viewer and i am facing a problem in Unity. Some CAD models has a size of 500Mo to 2Go. Those models load thousands of mesh renderer in the scene dynamically at runtime. This create a memory out of bounds error. In the profiler it cost more than 8Go of memory.
I use the following Unity Version : 2019.4.7f1 (LTS) and build the app as WebGL
I need to have a unique draw call for each object to change their colors in our app and select them to get their name this is why there is so many mesh renderer.
Does someone have a solution to decrease the memory cost of those elements ? Or may be have another solution about those draw calls. I already tried to do an UpdateMeshData(true);
Thank you for your help.
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