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Question by SpaceManDan · Dec 27, 2018 at 10:46 PM · memorysaveloadmultidimensional arraysave file

Saving very larg 3 dimensional array with BinaryFormater and FileStream causes indefinite hang in Unity

Hello,

I'm attempting to save a VERY large 3D array. Saving & Loading both work when the size is small in scale so I know my code is good on that but when I scale the array to fit my needs 24,000,000 elements exist in the array. 400x150x400. Like I said it's working fine at small scale but at large scale it just hangs and never recovers nor output any error or information.

For Reference:

     private void SaveGrid()
     {
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Open(Application.persistentDataPath + "/navGrid.dat", FileMode.Create);

         Node[,,] data;
         data = grid;
         bf.Serialize(file, data);

         file.Close();
     }

     private void LoadGrid()
     {
         if (File.Exists(Application.persistentDataPath + "/navGrid.dat"))
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream file = File.Open(Application.persistentDataPath + "/navGrid.dat", FileMode.Open);

             Node[,,] data = (Node[,,])bf.Deserialize(file);
             file.Close();

             grid = data;
         }
     }

I have no idea how large the data is in bytes so I can't say. If somebody knows how to check a variables size in memory please do tell.

Anyhow, is there something I need to add to account for large file. It seems silly this is killing the process as it's just an array[,,] but obviously the computer knows something I dont.

Anything would be greatly appreciated.

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