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Questions tagged [memory]

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I'm trying to learn how to use Addressables in Unity to improve memory usage, but there's something I don't understand. I use ...
Ahmed Dyaa's user avatar
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I'm creating a simple bullet hell game for Android and I ran into an issue when diagnosing my game using the Memory Profiler where memory usage was increasing after each play-through. I had calls to ...
hoffer's user avatar
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Following my post Saving shaders to file I then tried to load shader object files to recreate my shaders. I found some Q&A about how to load precompiled HLSL shaders into memory, including a short ...
philB's user avatar
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I have an app in Unity WebGL that should run for a long time (a few days) without stopping. One issue I notice is that, the longer the app runs the browser memory usage gets bigger. Is this related to ...
Ivan's user avatar
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1 answer
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I'm trying to make a pickup and drop script by myself and every time the game calls the pickup function, it seemed to cause memory leaks and freezes the game for few seconds. After those few seconds, ...
Leo's user avatar
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I'm trying to optimize my first game project. It reaches between 55-60 FPS while playing, but there is a problem. As in the screenshot, the Garbage Collector section sometimes causes increases. This ...
Volkan AKDAG's user avatar
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1 answer
266 views

I am trying to understand the flyweight pattern better by trying to optimize memory usage by spawning 10000 copies of an enemy GameObject that I have which has an Animator component, SpriteRenderer ...
mtg's user avatar
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2 answers
543 views

Godot 4.2.1 I have implemented a simple scene-save system: The Savegame Autoload listens for the S key press. When S is pressed, the ...
Noideas's user avatar
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1 answer
445 views

I currently have a Renderer class, which as in the example code, looks like this: ...
BOOM's user avatar
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I am working on doing a memory optimization pass on a fully developed game on Unity2021.3.16f1. I am trying to figure out what's the pain point and for that, I need help. Before sharing the profiler I'...
Syed Munim Raza's user avatar
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1 answer
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For cheating or maybe just making some trainers, it's possible for hackers to read and update variables directly in the game's memory. Is this something that can simply be prevented, or is the answer ...
virtouso's user avatar
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3 votes
1 answer
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I have a script which is loading a photo from path into a texture (photoThumbT2D), then rotating it: ...
mike's user avatar
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674 views

I simply reset and close the command list but my memory usage goes up 5 gb per second. This is the simple list of things I do Reset command buffer Close command buffer Reset command allocator I feel ...
Barış Üçkardeş's user avatar
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So as stated I have a sprite that when compressed takes 2 MB. But when I look into the memory in the profiler, it says that the sprite uses 10 MB! This happens both when I profile in the unity editor ...
bobthesnob's user avatar
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I recently read this answer on this site, which says the following: making sure no allocation/deallocation is being done while the game is running is a golden rule of thumb. I interpret this as ...
JensB's user avatar
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2 answers
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If I create a prefab out of an object on scene will my game take more memory in Unity? I have 30 enemies on my scene. I created a prefab for every one of them. I am going to use each of the created ...
qqqqqqq's user avatar
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5 votes
1 answer
4k views

From time to time, I encounter a hard-to-reproduce bug with a similar line of code: ...
pietrodito's user avatar
2 votes
1 answer
2k views

Consider this setup: * KinematicBody2D (Player) |- Sprite (icon.png) |- VisibilityNotifier2D With Player.gd: ...
pietrodito's user avatar
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1 answer
989 views

How does one debug this Xcode error on an iOS device? Debug - UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY
ina's user avatar
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1 answer
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What is the "right" way to dispose of an Ienumerator coroutine after it has completed?
ina's user avatar
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I'm procedurally generating a map of hex cells and creating a variety of paths along this grid. As I'm creating these paths every about 10 runs of the game, Unity is running out of memory while ...
Jeremy's user avatar
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0 answers
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I'm creating an open-world RPG like Neverwinter nights. But I’m worried about memory and am afraid if I just populate a huge world with physics based sprite nodes, I won't have any memory for anything ...
Mugs's user avatar
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1 answer
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So I have this code that has four for-loops inside each other, so there are a lot of actions, but no new Space should be needed. Still, when trying to run this, Unity stops responding and in the Task-...
samurzl's user avatar
6 votes
1 answer
1k views

My troubles I've been trying to create a game engine but since I am not well experienced in C++ I am having trouble deciding on how to load new scenes efficiently level by level or just an open world. ...
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4 votes
2 answers
2k views

I've been designing the memory management module for my game engine, including things like custom allocators and when it came to allocating memory for strings I kinda got stuck. What I mean by strings ...
wookie's user avatar
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1 answer
1k views

i made a small code to debug and i get this error player inherit from gameobject code ...
younlok's user avatar
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1 answer
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firstly iam used to java and new to c++ so maybe this will looks a noob's question i will explain this and give a pseudo code and then c++ just so you can understand me i have a player class which ...
younlok's user avatar
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8 votes
4 answers
6k views

I'm working on a server for a little mobile MMORPG. This consists mainly of two important features: mobs and environment resources like trees, rocks etc. The world is randomly generated and each time ...
genaray's user avatar
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2 votes
0 answers
867 views

So I'm a C++ developer who has been playing with C# for a week or two in order to get acquainted with Unity, and I'm curious about the marshalling process used to transfer data for use in C++ native ...
Jon's user avatar
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0 votes
2 answers
582 views

I am developing a game in Unity 2019. The instructions of the game must be translated into several languages. Currently they are part of the compilation, but this makes the compilation very large. I ...
Jaime Roman's user avatar
1 vote
1 answer
98 views

I've written a memory tracker for use in my game engine. I based it on this slide in a talk by Nicolai Josuttis. One problem I'm having is that, during reporting, the implicit string conversion and ...
Casey's user avatar
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1 vote
2 answers
587 views

I'm making my first game with LibGDX and Box2D, and I've realized that the memory used increases when I change screens. It starts from 150MB and progressively reaches 850. How should I deal with this? ...
xmac's user avatar
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1 vote
0 answers
306 views

I'm working on a small tool on top of the Asset bundle browser to estimate how much size in RAM a bundle will take so I can put a hard limit / validation before a bundle is submitted to version ...
Omar Guendeli's user avatar
1 vote
2 answers
1k views

I'm using this piece of code to save renders and I'm saving renders in every frame inside Update(). Code: ...
Maifee Ul Asad's user avatar
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0 answers
55 views

We have been working in a Node.js game, part of a game network, which seems to be working slower and slower as you keep it open, as well as it seems to increase the RAM and CPU usage over time. We ...
Chris Russo's user avatar
1 vote
1 answer
210 views

As far as I understand it, Visual Studio is the de-facto standard for Windows development in C# and C++, but it is limited by the fact that it's a 32-bit application and thus only has access to 4 GB ...
TheHans255's user avatar
0 votes
1 answer
68 views

I am just wondering what are some of the issues of loading and freeing the memory every time player changes the game state? Or is it better to load all the resources at once?
Kirill Saidov's user avatar
0 votes
2 answers
300 views

With my past experience of having my little game lag because of the size of the world, I have decided that in whatever next project I might choose to create, I will split said world into chunks. Now ...
Pipi Caca's user avatar
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1 vote
1 answer
329 views

I would like to allocate a bigger chunk of memory and then suballocate from it but I don't fully understand how memory requirements work, is there a chance that when I allocate a piece of device local ...
Werem's user avatar
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1 vote
1 answer
296 views

I’m aware that older games would reuse sprites as much as possible (Like the bushes and clouds in Mario, or slime and red slime in dragon quest), how did they manage their sprites? Did they preload ...
Acorn's user avatar
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0 votes
1 answer
867 views

I'm currently working on a 2D open world game loaded in chunks, initially I thought It would be sufficient to spawn entities randomly in a specific "radius" close to the player, and periodically ...
Row Rebel's user avatar
1 vote
1 answer
3k views

Manager script(simple script attached to an empty GameObject on scene) on Start() instantiates 1000 default cubes with rigidbody component added and gravity check ticked. ...
metamorphling's user avatar
-1 votes
1 answer
117 views

When I profile my apps, I make sure that the code like this one: private void Update(){ int count = GetEnemyCount(); } get's converted to this one: ...
Jacob's user avatar
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0 votes
1 answer
147 views

I'm writing a simple turn-based game for mobile, just to test the waters and I'm having doubts about the approach. Each player has 5 cards on hand. I want for both players to be able to replay ...
Whyser's user avatar
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1 vote
1 answer
1k views

I want to create a custom allocator that stores objects to the heap sequentially. The allocator itself is very simple. It just allocates a big chunk of memory and moves an offset as ...
k_kaz's user avatar
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3 votes
1 answer
8k views

I have yet another question regarding SDL2. I have some drawSprite & drawBackround & ...
Eyesight Technology's user avatar
2 votes
2 answers
3k views

I play an indie flight simulation game in Windows. I want to add a specific feature by means of creating a third-party add-on. This apps will "link" and gather current altitude and position data from ...
Arief Eko W.'s user avatar
1 vote
0 answers
747 views

LWJGL3 provides me with simple wrappers around nothings' stb libraries. In order to load images I thus make use of the stb_image wrapper. My issue is that when I use this wrapper library, all I get ...
dot_Sp0T's user avatar
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1 vote
0 answers
53 views

I'm in the making of a 2D silhouette style game where I'm trying basically 2 setups: One where it consists only of sprites, One where it consists of a mix of sprites and meshes with NO texture. Now, ...
agiro's user avatar
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1 vote
1 answer
982 views

I'm making a 2D game that consists mostly of sprites. As a lot of them were too large in file size, I swapped them into meshes with unlit materials without textures. Now, The problem is that Unity by ...
agiro's user avatar
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