While testing one of our games on hardware, the game crashed and this was the last thing logged in the output_log.txt
(Filename: C:/BuildAgent/work/300357e52574df36/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 43)
tlsf_create: Pool size must be between 3208 and 1073745020 bytes.
Crash!!!
I have never encountered this before and I hope it doesn’t happen frequently but I’d rather investigate it now rather than ignoring it.
Whatever I did I either went below or above the Pool size.
This is using Unity 3.5.2 on Windows XP 32-bit (development environment is Windows 7 64-bit).
I’ve recently encountered this as well on Windows 7, Unity 4.1.3f3
Does anyone have any experience on how to avoid this crash? There’s precious little info via google on what this might represent.
After fighting this same problem for a while, I have discovered that in our case it was issued while trying to bake an object without lightmapping uvs that was checked as static. In our case they were the Unity trees. Just unchecked the static checkbox on them and the bake was done!
Thanks alvaro, but your response didn’t help me. If there is an already baked set of meshes, Unity always crashes on the second set of ‘bake selected’ process. When it comes to ‘Exporting to Best / Lightprobes’ it crashes.
I check uv layouts, lightmap static flags… everything, just no. If I remove the baked set of meshes beforehand, then it bakes again, but ‘bake selected’ doesn’t let me do a second round.
Sorry to bump this old topic, but this is apparently a reeeeally rare error and it’s almost impossible to find anything else on it.
My game is getting this error, but the thing that makes it so complicated for me to figure out is ONLY a single tester in South Korea is getting it… He can’t complete a single level without this crash, but no one anywhere else in the world (ourselves included) have ever reported it once.
It’s a 2D game using 2D Toolkit and Unity lights, and I’m not doing anything with baking (that I know of). Everything you guys said above about uv layouts, static flags, bake selected, etc. is all gibberish to me. And I’m also not doing anything with materials like TRuoss said. Maybe one of you guys knows how your solutions could relate to a 2D game, that’s my only hope here.
My South Korean tester’s specs: Windows 8.1/64bit-Korean Language, CPU 4790K, Nvidia GTX980, 16GB Memory
We use Windows 8 all the time with no crashes. Unity v5.0.1f1
I’m experiencing this every time in the test build of my Node Editor - it’s simply a new scene with a script attached to the main light, which draws GUI!
It’s every time the same though, it starts up, I wait 2-5mins doing nothing, it crashes / stops working with this error.
I’m curious whether it’s because of my rig… If you can, here’s an early build of it to test it.
Sorry to revive this thread, but I was searching for a way to solve this problem for the longest time.
My Unity program, after I exported it to a Windows standalone version, would crash every time after 15 minutes even if no one was playing the game. The same error would show up in output_log.txt:
“tlsf_create: Pool size must be between 3208 and 1073745020 bytes.
Crash!!!”
The good thing is, I think I fixed the problem.
I changed the Unity Windows export architecture from x86 to x86_64 (32 bit to 64 bit version), and the problem stopped happening. Not sure if this helps anyone, but posting just in case.