Uncaught RangeError: WebAssembly.Memory():

I’m doing a build of the project under WebAssembly but it crashes on startup

MY “TOTAL_MEMORY” = 2130706432

Error

Invoking error handler due to
Uncaught RangeError: WebAssembly.Memory(): Property value 32512 is above the upper bound 16384
blob:http://localhost:55093/fce91d00-af6d-4795-b0fc-15a5dd180b9c:1658 Uncaught RangeError: WebAssembly.Memory(): Property value 32512 is above the upper bound 16384
at Object.UnityLoader.fee2e253d83b7d9a72101dfcad987c15 (blob:http://localhost:55093/fce91d00-af6d-4795-b0fc-15a5dd180b9c:1658)
at UnityLoader.loadCode.Module (UnityLoader.js:1)
at HTMLScriptElement.o.onload (UnityLoader.js:1

Can’t override webassembly memory. It’s like the old days where it’s baked into the binary.

If I specify the memory in the editor more than 1024 then this error pops up…
unity 2017.0.1b9

I was under the impression this was a current limitation. I discovered the 1024mb limit in beta 6ish (I hadn’t really tried before then so it’s possible its always been 1024). Whereas non-wasm builds can go up to the editor’s hard-limit of 2032.

How is it possible to increase memory?

for development purposes, I suggest to use asm.js instead of wasm

my assumption is that you don’t want to release into the wild content that uses that much memory.

Hi!Is it possible to make work with 2gb memory? Also I was on version 2017.2b9 the same result,
I’m developing a 3d game for which you need as much memory as possible…
I would like to use WebAssembly since it is more productive

It actually ~does~ technically work, but so far I’ve only seen it working on the Chrome Canary releases - everything else doesn’t like it - Firefox, Chrome (stable), Edge… Which makes me think it’s more a browser issue than an issue for Unity. I too would like to use WASM as we use a lot of streaming data and thus essentially use the 2GB build size even for production (which does restrict us to clients with 64-bit browsers and plenty of memory) but due to browser compatibility we can’t.