Comments (7)
Hi, Thank you for the report. Would you be able to somehow get some debug logs on where the crash is happening? It could be memory related.
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Hi, Thank you for the report. Would you be able to somehow get some debug logs on where the crash is happening? It could be memory related.
thanks for fast reply! well i dont have a oculus link so im not 100% how to debug mem issues without unity :( so i build apk run it and struggle haha
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Ok, I'll give you a couple of hints on where to potentially look for a fix. The good news is that the slicer does not hold any references internally so if you are deleting/removing those sliced gameobjects from the scene then it should be good to go. From what i'm observing in your video it seems like a memory issue. So have a look at these to see if it helps.
- Make sure the sliced gameobjects are removed from the scene when no longer in users view. This will help buildup of memory. There are a few ways to detect when an object is no longer visible by the camera (check Unity docs).
- Make sure that you are not holding any references to objects being returned from the slicer. Referenced objects, especially in pooling solutions cant be deallocated by the garbage collector since they are technically in use.
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I do not reuse (object pool) the halfs. cubes are pooled. heres the code i added to the halfs.
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Update. I ran some test and it is in fact out of memory. Am I not actually destroying the object correctly? Or should I start a new scene for these then unload the scene after the song?
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Unfortunately I'm not experienced enough with coroutines to comment on that. My motto is to avoid using coroutines as much as possible. The above script could be re-written to use the Update() method to accomplish the same thing.
Are you certain that the destroy() function gets executed and the coroutines terminate properly? It may not look like it but coroutines themselves are objects that are held in memory.
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ok ill keep that in mind, thank you.
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Related Issues (20)
- Apply to Animated Model? HOT 5
- Bug: wrong slice direction when object we want to cut has different localscale on axis HOT 1
- If a mesh does not intersect the cutting plane it would be nice if I was told if it was on the upper or lower side. HOT 3
- How to test an example project?
- The name 'Normal' does not exist in the current context HOT 1
- Script Doesn't Link To Editor HOT 2
- Slicing Unity's sphere results in meshes with uncovered holes HOT 5
- When cutting a complex mesh, the face does not respect the geometry HOT 1
- Get the intersection points HOT 2
- Lost HOT 4
- Doesn't work for more complex objects HOT 6
- After slicing the game object the original prefab holes are closed , the region is filled? i wanted to know if we can retain the original holes in the obj after slicing the game object ? HOT 3
- Ezy Slice - imported objects don't get sliced HOT 4
- Randomly doesn't slice (this could well be user error) HOT 2
- Can't download the project through unity git system. HOT 1
- [bug]Cut a hollow object in the middle. The object after cutting is incorrect HOT 1
- I'm curious. This object is not complex, but it can't be cut HOT 1
- Unexpected hole patching after slice HOT 1
- how can i add internal material to sliced object
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