Yes, it’s a well-known Unity bug. I haven’t had the opportunity to test yet, but I’m reliably informed that it’s fixed in 3.0.
In the meantime, here’s the best fix I’ve seen:
Go into Project Settings → Quality and set the Editor Quality to Fastest. Now open the Fastest tab and set texture size to 1/8th.
Your game will (should) now build because it will only use 1/8th of the ram it was using for textures. It will affect quality of the game running in the editor, so you may want to change it back once you’ve built, but it will not affect the quality of the built game in any fashion.
I’m working on a project with 12 Giga of Assets ( it’s a big multimedia catalog ).
Obviously i clear memory every time i visualize different assets,or swap pages.
It works with 4 Giga of Assets but when i try to build with Unity 3 with more than 5 Giga of assets i have a Fatal error with Out of Memory;
UnityEditor.HostView:OnGUI()
I will send it as bugreport as soon as i find a way to reproduce it without sending 12 Giga of Assets.
you won’t build a project with 12gigs of assets in the project no matter what you do as 12 >>> 4 and thats the maximum even on osx
you will need to export them through asset bundles in a seperated way and load them on the fly.
as for the initial posting: 2gb ram with anything later than XP is a rather bad idea … especially for 3d development, 4GB at min should be self speaking normally, otherwise you can’t use more than 800-1000mb of data at all
As suggested by sybixsus2 i have changed Editor Quality to Fastest.
And now i’m able to run the 12 GB Catalog App on the iPad. ( it’s for an enterprise project ).
For now this workaround works , so thank you sybixsus2!