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« on: June 19, 2012, 08:26:52 pm »
I currently am running 64-bit windows Unity 3.5.1 with 2D Toolkit version 1.7 + patch 2.
We recently started adding animation sequences of different sizes and lengths. (most were large animations being 1024x1024 and 70 + frames).
As expected Unity ran out of memory quite frequently resulting in crashes as we tried estimating the right collection sizes. I have also noticed 2D toolkit gets buggy after crashing. Frequently I have to delete the entire sprite collection prefab because it won't even show up in the Inspector. Other times I will click on 'Open Editor...' and it will open a white window where the only way to fix this is to re-open unity and hope it doesn't occur again.
Sometimes when creating an atlas, Unity will freeze but not appear as 'Not Responding' in task manager. The Sprite collection window won't be frozen and I can click different frames.
Other times I will get the error that 2D toolkit cannot cast to source destination. This means that I have too many frames and there isn't enough memory for what I'm trying to create. I will see that there is a corrupted image file in the data folder. I'll delete the data folder and if I try to create the collection again Unity will immediately crash due to running out of memory.
Sometimes it will appear that the collection successfully created all the files but when I assemble the animation the collection will now show up. (deleting the .asset file and 'rebuild index' doesn't fix this)
Sometimes unity will crash saying it ran out of memory while selecting multiple or single images (around 1024x1024) while having the sprite collection editor open.
When successfully creating an atlas, data prefab, and material, I will go onto the next collection and unity will immediately crash almost as if the memory used to create the previous collection wasn't freed.
I have also noticed that the version of 2D toolkit's sprite collections aren't as efficient as previous versions. I can try to re-create a collection using the same exact image sequence, same amount of frames, and same settings and unity will just endlessly crash due to being out of memory.
Changing the Max size to 2048 instead of 4096 does help a lot when fitting more frames into a single collection but there are certain days that even this won't help. I'll have a 1024x1024 image (which needs to be trimmed) crash unity if I try to make a collection over 10 frames. When I have an animation that is over 100 frames at this size it can get quite tedious.
The animations look great once I can put them together and see them playing in game but the collection editor has been frustrating to work with lately. Is there any possible fixes to these or improvements coming in new versions?