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Question by NetyaginSergey1 · Nov 23, 2019 at 07:42 AM · meshmaterialgraphicsassetbundletextures

Textures damaged

Hello friends!

I faced a strange problem. In our project, we made a mechanism for dynamically loading high-resolution textures. Now the scene consists of 512 x 512 textures, and 8K textures are loaded from asset bundles and unloaded as needed.

The mechanism itself works fine, but the following problem arose: in lighter scenes, where the total number of meshes and textures is less, everything works fine. But in heavier ones, after loading, the textures look damaged, as in this picture. What could be the reason?

As you can see from the screenshot, the video memory is enough. RAM is also more than enough. The application was then tested also on a much more powerful computer with a 1070 8GB graphics card. The effect is exactly the same :(

The total number of trises in the scene: 5 420 000; The total amount of materials in the scene: 165; The number of textures in the scene: 220; Of these, 512 x 512: 200 textures; Textures 8K: 20. Dynamical and static batching are disabled, of course.

[THE REASON DETECTED] I found that the colliders on the grid are the reasons for this behavior. If there is no collider, everything works fine. But as soon as the collider is added, then in scenes with the number of tris more than 2 million such the artifact appears. I will try to upgrade to a newer version of Unity - perhaps it has already been fixed there ...

alt text

bad-textures.jpg (366.4 kB)
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