Hello, im working on a game and the scene is pretty heavy like 4gb for the texture, i saw the problem many and many times thats mean texture broken on 4gb above size build, the problem have been for like 6 years now and your only answer is assetbundle, with HDRP, raytracing… (bigger texture bigger build size), isnt time to i dont know may be adding a built in way to make more than 4gb build without having to"hack" ?
Its like i dont know, a car constructor who telling, yes guys, we did it, we made bigger and faster car but you can run only 1mile with it, other than take a petrol truck with you to do more miles, yeah !
Just break your textures down into different resources so they’re not hitting the 32 bit file size limit. This is what asset bundles and addressables are for, basically.
Yeah but having to make them is simply waste of time, why unity dont make a built in way right now ?
and i dont make a thread on asset bundle but on build…
i know what they are but having to make them is just wtf even more in 2019 when you see the problem from many years…
Correction. The CPUs are 64-bit. That doesn’t mean the rest of the hardware supports 64-bit. I’d be very surprised if the actual hardware that handles the textures could handle 4GB natively outside of standalone, PlayStation, and Xbox. If anything I would expect the limit to be 32-bit because memory capacities on anything else isn’t that high.
What a ridiculous sentiment. The benefits of things like addressables and asset bundles are more than just this. They also help severely reduce things like load times and the deployment of additional/altered content when you need to issue patches.
I will wait/hope an answer from unity and not waiting pseudo answer, in clear pc build 64 bit more than 4gb build…
No backward compatibility bullshit … and asset bundle are just hack i dont want to wast times on this ai i still have much to do, If you make a big game this is not your target. do you imagin remaking assetbundle for large scene as asset bundle also have somes problems …
If you have a problem with asset bundles, it’s probably solved by addressables. Don’t blame Unity just because you refuse to use the tools given to you that can solve this problem.
You already quoted the answer from Unity. You didn’t bring up any new questions or problems. What kind of answer do you expect, honestly?
I understand the frustration and the need to vent, but what do you expect form this thread?