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Unity3D crashes when stopping from Debug mode: Is there a way to help it manage memory?
So, to explain, in the Unity Editor I can play my game just fine. A little bit of lag because it doesn't cooperate with separate threads very well, but nothing that worrisome. However when I exit debugging from my game scene, it crashes.
Now, the reason is no mystery to me. I allocate massive amounts of memory during the game. I'm talking potentially over a million arrays.
An obvious solution would be to reduce memory load, which I am doing. But since the issue isn't present in the build version, its not exactly a high priority.
That being said, having to reopen unity every time is a bit of a pain. I'm curious if there is a way to help the Unity Editor to properly close out the game. In C++ it would be deconstructors, but obviously this is C# with garbage collection. But if I could somehow detect the "close everything" call as it were, I would be able to at least attempt to deallocate the memory without it crashing.
If there is no way, that is okay. Just thought I'd ask if someone knew a way.
Answer by Abzi94 · Oct 11, 2017 at 04:15 AM
Possibilities are you are using to much Coroutines which is consuming lots of threading power. Second is may be yu are returning some array that is big in size.
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