I’m building this ArchViz demo but it’s eating my ram, it’s totalling around 800mb and i don’t know why. I tried turning off a water texture (pro), i turned off a mirror, i disabled all the cube map reflections.
I went over some models that had mesh colliders and gave them box colliders and only managed to get it down to 800 mb when playing.
It’s a streaming webplayer that i tried out, don’t click on the buttons too fast because you’ll end up in an empty scene
If you guys could please take a few minutes to take a look at my demo and gave me some points. Im at a loss at how to optimise. I already cut polys from all the models and redid most the textures. I’m beginning to think that all the lightmap materials are causing the Memory load.
A game engine will naturally always try to run as fast as possible and use as much CPU as possible. You can limit this by using vsync (not sure if that works for webplayers) or Application.targetFrameRate.
At the start screen Memory load is 300 ram but then shoots back up to 800 ram again.
I setup the FrameRate script in a Start() function and stick that on the start screen.
I tried loading up IE with the demo but it keeps telling me to install the plug in A friend tells me it’s not positioning certain gui elements correct in IE either.
Hi, I know this is super old thread but maybe someone can help me.
I have similar problem on web player on Unity 5.0.4f. Unity web player takes up 950 MB of RAM which is way too much for the game.
Have you found reason or fix for this? I would appreciate some response,
Thanks in advance!