I created as a 3D viewer for viewing buildings in a Desktop App, but it is surprisingly very good in terms usage as a Web App.
It is a decently optimized viewer with memory managed properly (Even UI components offloaded to React)
But there are few cases in my application where we need to load a very large 3D model.
Unfortunately, due to the memory limits due to WebAssembly (Ex: 4 GB Memory limit in Chrome)
I’m unable to load models of such size.
Is there any roadmap or Feature Request where Unity3D is actively working to get rid of the memory ceiling?(even by not using WebAssembly)? Is this issue is not going to be fixed anytime soon?
**Note:**I’m posting this in unity forum for the first time guessing this is the right place to ask this question, Let me know if there anywhere else I should post this ?
Thanks in Advance
You mean you need to go above 4 GB? You’d have to ask Google, it’s their limit. You’d also have to ask Mozilla. And perhaps Apple and Microsoft too depending on whether you can accept ~5-20% of your users not being able to use your app.
If you have control over who is using your app, ie corporate customers, you may be able to work around the limit through command line flags / browser settings because if I recall correctly, you can manually override the restriction (although other limits may apply and there’s a chance those 4 GB are simply the max no matter what).
Thanks for the clarification @CodeSmile .
I was in the same impression, but surprisingly, I just came across the latest WebAssembly that supports 64-bit pointer has been released a month back,
Chrome Release Notes:
Will unity able to compile webassembly in 64 bit now?