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.