FATAL ERROR! Size overflow in Allocator

Hey there, long time unity Dev, I’m not a programmer but more so a visual designer. I have used Unity for a long long time and was always annoyed that when I tried to work on my game it felt like Jenga, you fix one thing just to break another.

MY MAJOR ISSUE: I recently updated from the 2018 versions of Unity to the 2019 LTS, it took some work to get everything imported because everytime it asked me to use the new asset package manager it would crash before it finishes compiling. Fast forward me compiling my project a million times, I saw online that people suggested deleting the temp files and trying again; I finally got it to accept my project, but with the package manager V1.

So things were working again finally BUT everytime I wanted to launch my game using the editor or the Unity hub it would literally take 30 minutes or more before my editor would finally actually open the last scene it was on.

So I decided maybe, just maybe I can now update to the new package manager considering I have no compilation errors that were stopping me from building my game. I went into my editor settings and changed it from V1, to V2. Now every time my project opens, it hits me with the same Fatal Error, size overflow in allocator… Can you help me figure out why my package manager is locking me out like the intro scene of the flintstones?

Is there a code that I can launch it with so it will launch with the package manager V1 instead of V2?

There there a reason I keep getting the size overflow? Please help!

Any luck solving this issue mate? I’m getting the same error and can’t even open project now because it’s trying to reimport everything then fails and closes the application.

Hey bud so I had enough back ups and was willing to try multiple versions of unity until they worked. I also cut out a lot of unused assets, deleted the library and temp files also helped. I was able to get it to go from a 2019 version and after a while I got it into 2020. If you just have a few scenes and you can open an older version of Unity then go to the scene right click select the dependences, it’s going to select everything the scene is calling for at any point. Uncheck the box that pops up when you go to export the packages. Sometimes I had to do that multiple times for one of my scenes but I think that one scene was causing it to break but eventually I got over 10 scenes exported into the new version of Unity. You may have to upgrade your scripts and maybe your computer to do HDRP but it truly is a new depth to Unity.

Hi @Als ,

If you’re having crashes or hangs, I would recommend that you submit a bug report. The bug reporter tool should launch when Unity crashes, or you can open it manually from within Unity. This will provide us with the necessary files to troubleshoot the issue. Thanks!

Please note that the EditorSettings option V1/V2 you’re talking about is not related to the Package Manager, but the asset import pipeline. For additional questions on this topic, I would suggest asking in the Editor & General Support forum or the Scripting forum.

Thanks for the clarification but what if we dont get the bug report tool when it crashes? Mine just pops up the window with size overflow and closes everything else.

Hi @geraldp48 ,

That means it’s crashing really “early” in the startup sequence if the bug reporter doesn’t display. You can work around this with the following steps.

  1. Make a copy of the Editor.log file (see https://docs.unity3d.com/Manual/LogFiles.html for its location, depending on your OS) after the Editor crashes.
  2. Run the Unity Editor without opening the project that causes the crash. For instance you can create a new project.
  3. Click on the Help menu and choose Submit a bug.
  4. Make sure to attach the Editor.log file you copied in step 1) above.
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I tried to send crash and bug reports before but my project was huge 100gbs in assets and over 20gbs in game data actually being used. It used to lag and freeze most of the time so I kind of stopped bothering with those for the most part.

I’m interested to see how it functions with the new editor performance increases with 2020. I’m also upgrading from ddr3 to ddr4 and a whole new computer so that shouldn’t be a problem hopefully as well.

This happened to me after a minor version upgrade.

Deleting the asset database and letting it rebuild it fixed the problem.

Yeah I deleted appdata and it worked for me.

How do I delete that data if it’s a specific file. How would I find it?