{
  "id": "unity/occlusion-culling-memory-budget-exceeded",
  "signature": "OcclusionCulling: Memory budget exceeded. Consider reducing the number of occluders or increasing the memory budget in Player Settings.",
  "signature_zh": "遮挡剔除：内存预算超出。请考虑减少遮挡物数量或在播放器设置中增加内存预算。",
  "regex": "OcclusionCulling:\\s*Memory budget exceeded",
  "domain": "unity",
  "category": "resource_error",
  "subcategory": null,
  "root_cause": "Occlusion culling data exceeds the allocated memory budget, causing baking failure or runtime performance degradation.",
  "root_cause_type": "generic",
  "root_cause_zh": "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。",
  "versions": [
    {
      "version": "2021.3",
      "introduced": null,
      "deprecated": null,
      "removed": null,
      "behavior_change": null,
      "status": "active"
    },
    {
      "version": "2022.3",
      "introduced": null,
      "deprecated": null,
      "removed": null,
      "behavior_change": null,
      "status": "active"
    },
    {
      "version": "2023.1",
      "introduced": null,
      "deprecated": null,
      "removed": null,
      "behavior_change": null,
      "status": "active"
    }
  ],
  "os_specific": {},
  "dead_ends": [
    {
      "action": "",
      "why_fails": "Simply increasing budget without reducing data can lead to memory spikes and crashes on low-end devices.",
      "fail_rate": 0.4,
      "condition": "",
      "sources": []
    },
    {
      "action": "",
      "why_fails": "Disabling culling removes performance optimization, causing draw calls to spike in large scenes.",
      "fail_rate": 0.6,
      "condition": "",
      "sources": []
    },
    {
      "action": "",
      "why_fails": "The error is not version-specific; upgrading alone does not reduce data size.",
      "fail_rate": 0.7,
      "condition": "",
      "sources": []
    }
  ],
  "workarounds": [
    {
      "action": "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.",
      "success_rate": 0.85,
      "how": "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.",
      "condition": "",
      "sources": []
    },
    {
      "action": "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.",
      "success_rate": 0.75,
      "how": "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.",
      "condition": "",
      "sources": []
    },
    {
      "action": "Use occlusion areas to limit culling regions, reducing overall data. Place an OcclusionArea component over high-density zones only.",
      "success_rate": 0.8,
      "how": "Use occlusion areas to limit culling regions, reducing overall data. Place an OcclusionArea component over high-density zones only.",
      "condition": "",
      "sources": []
    }
  ],
  "workarounds_zh": [
    "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."
  ],
  "transition_graph": {
    "leads_to": [],
    "preceded_by": [],
    "frequently_confused_with": []
  },
  "official_doc_url": "https://docs.unity3d.com/Manual/occlusion-culling.html",
  "official_doc_section": null,
  "error_code": null,
  "verification_tier": "ai_generated",
  "confidence": 0.85,
  "fix_success_rate": 0.8,
  "resolvable": "true",
  "first_seen": "2024-02-15",
  "last_confirmed": "2024-06-01",
  "last_updated": "2024-06-01",
  "evidence_count": 1,
  "tags": [],
  "locale": "en",
  "aliases": []
}