Roi Posted January 3 Share Posted January 3 Hi I try to test the ability to create a big terrain game. I generated a 40X40 1024m tile based terrain using the Terrain Loader Manager, and the loading/unloading terrains and impostors works fine. on the build the fps is reasonable and I think I can live with the small lagging which happens at loading new terrains or impostors while moving the player around. my question is about the Memory Allocated data which appears on the editor under the terrain loader manager. as of my understanding is that loaded scenes with terrains or impostors consume memory. the ones that are disabled in the hierarchy are kept for a defined time period and when that times runs out the terrain and it's scene are being unloaded therefore clearing some memory. the field property has a green or red background color indicating if the memory allocated is in the cache memory threshold limit. if it exceeds the limit then the scenes which are loaded but disabled will be unloaded to clear memory even if their time has not run up yet. have I understood it correctly ? In my case on runtime in the editor I see that at the beginning the color is green meaning that all the terrains which were loaded on start is consuming that memory amount and there is enough free memory to use caching. but after moving the player to some distance while most of the starting terrains are now unloaded the memory allocated keep increasing. I think when scenes are unloaded the memory allocated decrease only by a small value (1-2) but loading new terrains consumes a lot more (200) so that value will only go up and eventually crash the game. can you please explain how to monitor that memory to prevent crashes ? Thank you Link to comment Share on other sites More sharing options...
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