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Question by Michael 12 · Mar 11, 2011 at 08:54 PM · limitmaximum

Does Unity have a limit?

I tried looking for an answere to this before but never got one anywhere but I'm wondering if Unity has a limit on how much stuff you can pack into a level or put on a terrain. I'm trying to make a prety big area to explore and I would like to fill it up but Unity seems to be crashing a lot for various reasons and I'm wondering if maybe I've maxed it out possibly. And I've barly scrated the surface on what I would like to put into this game level!?!

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avatar image Statement · Mar 11, 2011 at 08:59 PM 0
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What are your errors? If unity dies on you without any proper error message, see http://answers.unity3d.com/questions/2252/how-can-i-find-editor-log-file how you can get the latest editor log.

avatar image Michael 12 · Mar 11, 2011 at 10:04 PM 0
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Oh too many to try and keep track of, I got one I've nver seen beofe today, something about no texture memory or some such thing. I uploaded a map of my gameworld up to my Deviant art for anyone interested: http://sicklilmonky.deviantart.com/#/d3betv4

As you can see I've barely begun to put as much in as I would like.

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Answer by Statement · Mar 11, 2011 at 08:58 PM

All games/engines have some sort of upper limit that they can manage. Clever engines or games make use of streaming, loading content in once you reach them. (No point of having objects loaded you can't even see). I don't know much about limits in Unity but I think there's a limit of about 64k colliders in a scene for example. If possible, you could perhaps make your own management of objects? I think (but may be mistaken) that the only streaming unity provide for objects is the terrain.

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avatar image Statement · Mar 11, 2011 at 09:00 PM 0
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And then you can also stream levels on the net but that's probably not what you're after. :)

avatar image DaveA · Mar 11, 2011 at 09:26 PM 0
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'Strea$$anonymous$$g' can mean more than 'from the internet'. You can LoadLevelAdditive to load more stuff to the existing scene. The trick is booting out things you don't need to make room. I've seen some pretty huge spaces, heard that the entire city of Paris, is in Unity (and that was 2.6 or earlier). They definitely wrote their own manager.

avatar image Michael 12 · Mar 11, 2011 at 10:16 PM 0
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I've no idea how management is done, I'm still pretty new to this stuff, only been at it for about a month. my models I would say range from low poly to medium poly, mostly medium, but I do try to save on poly counts whenever possible like if something is just a flat surface it only needs one face, and cylinders that are small I'll try to keep around 6 or 12 sides if I can get away with it, that kind of thing.

I found out about the vertex count 1st time I tried importing 1 of my Alien characters, I was glad I still had the modifier stack in max 8.

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Answer by DaveA · Mar 11, 2011 at 08:58 PM

There are limits I know of on things like vertex counts on meshes, but mainly you'll run into practical hardware limits, and that's a function of your machine mainly. Also unity is not 64 bit (yet) so there's that 4 gig limit on stuff.

What I'd do is back out (just disable in the inspector) things until it starts working ok. Then you've found your limit. At that point, you'll need to do tricks with LOD (level of detail), LOD (load on demand), and so on. Also try to optimize your assets as much as possible, the docs have tips on that.

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