unity resource_error ai_generated true

OcclusionCulling: Memory budget exceeded. Consider reducing the number of occluders or increasing the memory budget in Player Settings.

ID: unity/occlusion-culling-memory-budget-exceeded

Also available as: JSON · Markdown · 中文
80%Fix Rate
85%Confidence
1Evidence
2024-02-15First Seen

Version Compatibility

VersionStatusIntroducedDeprecatedNotes
2021.3 active — — —
2022.3 active — — —
2023.1 active — — —

Root Cause

Occlusion culling data exceeds the allocated memory budget, causing baking failure or runtime performance degradation.

generic

中文

遮挡剔除数据超出分配的内存预算,导致烘焙失败或运行时性能下降。

Official Documentation

https://docs.unity3d.com/Manual/occlusion-culling.html

Workarounds

  1. 85% success Reduce occluder count by merging small objects or using LOD groups. For example, in a forest scene, combine 1000 individual trees into 10 LOD groups.
    Reduce occluder count by merging small objects or using LOD groups. For example, in a forest scene, combine 1000 individual trees into 10 LOD groups.
  2. 75% success Increase memory budget in Project Settings > Player > Other Settings > Occlusion Culling > Memory Budget (e.g., from 128 MB to 256 MB) while also optimizing geometry.
    Increase memory budget in Project Settings > Player > Other Settings > Occlusion Culling > Memory Budget (e.g., from 128 MB to 256 MB) while also optimizing geometry.
  3. 80% success Use occlusion areas to limit culling regions, reducing overall data. Place an OcclusionArea component over high-density zones only.
    Use occlusion areas to limit culling regions, reducing overall data. Place an OcclusionArea component over high-density zones only.

中文步骤

  1. Reduce occluder count by merging small objects or using LOD groups. For example, in a forest scene, combine 1000 individual trees into 10 LOD groups.
  2. Increase memory budget in Project Settings > Player > Other Settings > Occlusion Culling > Memory Budget (e.g., from 128 MB to 256 MB) while also optimizing geometry.
  3. Use occlusion areas to limit culling regions, reducing overall data. Place an OcclusionArea component over high-density zones only.

Dead Ends

Common approaches that don't work:

  1. 40% fail

    Simply increasing budget without reducing data can lead to memory spikes and crashes on low-end devices.

  2. 60% fail

    Disabling culling removes performance optimization, causing draw calls to spike in large scenes.

  3. 70% fail

    The error is not version-specific; upgrading alone does not reduce data size.