# 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`
- **Domain:** unity
- **Category:** resource_error
- **Verification:** ai_generated
- **Fix Rate:** 80%

## Root Cause

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

## Version Compatibility

| Version | Status | Introduced | Deprecated |
|---------|--------|------------|------------|
| 2021.3 | active | — | — |
| 2022.3 | active | — | — |
| 2023.1 | active | — | — |

## Workarounds

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.** (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.
   ```
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.** (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.
   ```
3. **Use occlusion areas to limit culling regions, reducing overall data. Place an OcclusionArea component over high-density zones only.** (80% success)
   ```
   Use occlusion areas to limit culling regions, reducing overall data. Place an OcclusionArea component over high-density zones only.
   ```

## Dead Ends

- **** — Simply increasing budget without reducing data can lead to memory spikes and crashes on low-end devices. (40% fail)
- **** — Disabling culling removes performance optimization, causing draw calls to spike in large scenes. (60% fail)
- **** — The error is not version-specific; upgrading alone does not reduce data size. (70% fail)
