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
80%Fix Rate
85%Confidence
1Evidence
2024-02-15First Seen
Version Compatibility
| Version | Status | Introduced | Deprecated | Notes |
|---|---|---|---|---|
| 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.htmlWorkarounds
-
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.
-
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.
-
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
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.
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.
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:
-
40% fail
Simply increasing budget without reducing data can lead to memory spikes and crashes on low-end devices.
-
60% fail
Disabling culling removes performance optimization, causing draw calls to spike in large scenes.
-
70% fail
The error is not version-specific; upgrading alone does not reduce data size.