Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by trs9556 · Jul 04, 2013 at 05:44 PM · terraintexture2dmemoryhideflags

Profiler has HideFlags.DontSave Assets taking up 86mb [What is this?]

Hello, so I'm having a problem with using a lot of memory.

In the profiler I can see that HideFlags.DontSave Assets is using 86.8mb

Beyond that Texture2D is using 85.4mb of this. How can I figure out what textures these are?

If I expand the textures they don't have a name, just a size and reason.

The first 8 say:

[blank name] 10.7mb Object is marked Don't Save. (Must be explicity...).

Now I know about the Don't Save flag. I went into ALL my scripts and checked for it, nothing in any of my scripts use it.

Plus this is on a texture, how can a texture be not save? And my guess is it automatically did this.

Now I did some digging around and my guess is this is the terrain? Now I think this because I have 8 terrains. How are these using so much memory? I mean not only is it using 10.7mb per terrain in this DontSave but it's using 2.7mb on the SplatAlpha which is crazy large as well. I'd love to lower the resolution on the SplatAlpha if possible too.

AND under TerrainData each terrain is using 1.3mb.

Thanks.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MachindoApps · Sep 25, 2013 at 01:51 PM 0
Share

I am currently investigating a very similar issue on a scene with several Terrain tiles. I suspect the LOD terrain patches to be the culprit, as there exist 2000+ objects, all of similar (30k) size.

These terrain objects have been generated at runtime (rather than in the editor), so I am wondering if there is a default flag somewhere in the terrain creation process we are missing.

Did you get any further with your investigation of the issue?

avatar image MachindoApps · Sep 25, 2013 at 01:52 PM 0
Share

On closer inspection, after creating a small test scene, the HideFlags.DontSave assets under '$$anonymous$$esh' appear to be the terrain LOD patches.

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by MachindoApps · Sep 25, 2013 at 11:24 AM

These are the Terrain LOD patches as they are created (and destroyed) at runtime for the terrain objects in your scene.

If you set a low pixel error, and watch the value in the inspector, you will see the memory usage increase. If you lower the pixel error, you will see the memory usage drop back down.

You will see the same behaviour if you start distant from the terrain, and move closer towards it. The memory usage will raise. If you then move back out away from the terrain, the memory usage will reduce back down.

This is as a result of the higher-res terrain geometry patches being allocated and deallocated by Unity's Terrain LOD implementation. This is not a bug, this is 'working as intended' :-)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Terrain not unloading texture. 0 Answers

How does setting the hideFlags resolve leaking issues? (Texture 2D leaking) 2 Answers

Can I have 500,000+ trees? 3 Answers

Texture Doubled in size in RAM Profiler 3 Answers

Textrue2D is not cleaned after Apply(false,true) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges