Crash of built Player on Windows: fatal error in gc

A lot of our customers have reported that our game crashes displaying the message “fatal error in gc: too many heap sections”.

Our customers are running XP or Vista with at least 1 GB of RAM.

Please advice how to fix this.

it looks like a memory leak problem in your project.

have you checked if your project releases memory when its being closed?

releases memory when its being closed?

I’m experiencing same problems in our project (in web player only) and there is too much code to find the leaks by hand (~ 1 mb of sources only).

Isn’t mono a memory-managed environment? What type of objects should i release and how must this release be written in the code?

There is as yet only one case of this particular error in the bug database. Are you using DestroyImmediate on a material anywhere in the code? It appears that this can sometimes leak the memory occupied by the material. If this can’t be the problem, please can you file a bug report (menu: Help > Report A Problem).

What sort of project is this?
Are there a lot (hundreds of thousands+) of temporary objects/small arrays/etc. being created?

i have got this too…there are thousands of assetbundle in my project,all the assetbundle download via WWW…
i think there is memory leak in assetbundle. download…

We are having similar problems in our game. We are loading loads of asset bundles and using Unload(false) immediately after we have gotten the asset from it. Is this not being looked into by Unity? At the moment this is a show stopper for our game as you eventually will get a “Too many heap sections”-error. Should I file a bug about this or how do I go about this? I even have a small test project where the memory increases everytime a load and unload the scene using loads of asset bundles. Please help someone :frowning: