Hi there,
Im have some interesting anomalies while trying to get the web based player working correctly on different types of systems. Let me give you a little background first.
The project im working on is really pushing Unities limits (at least this is what i think, in terms of objects and polygons), its interesting though as to when unity player breaks down and dies running this project. I build and test this project on a 64 bit windows 7 and vista machine, my default browser is google Chrome, it runs perfect in this browser when im testing for errors. When i open it up on a 64 bit machine in Internet Explorer(32 bit IE launcher, 64 bit IE wont even play Unity, keeps telling me to install the plug in, which i do and it asked me over and over), my geometry and most scripts die and then the player crashes most times. After a few loads it sometimes will play for a bit but with many odd things going on. I also have tested it in Firefox, this plays much better than Internet Explorer on the 64 bit machines, but there are some odd glitches where GUI elements wont show up and random crashes here and there. Here is where im confused, this doesnt seem to happen when running on XP or a 32 bit version of windows. The only thing i can think is that since Chrome handles threads differently, it can give the unity player more on demand processing power when in a 64 bit environment. I dont know how to explain the 32 bit thing though, does anyone have any advice they can give or similar experiences? I was under the assumption that Unity supported 64 bit fully.
Sorry for wall o text!
EDIT 1
So i have been looking into this more, at any time the application internet explorer reaches 1.85GB-ish of memory usage, the unity plugin dies. Presumably because it has passed the memory limit. I have now gotten it to crash in chrome as well, same thing, right as i reach the same memory limit, the plugin crashes. Its just that 100mbs of memory chrome can allocate to the plugin because its not sharing the browser and plugin memory under the same thread that it seems to run better. Now i guess i have to find a way to optimize this..