「Unity/負荷軽減/WebGL」の版間の差分
(→範囲外のメモリアクセスのエラーを受け取る) |
(→TOTAL_MEMORYの変更方法) |
||
(同じ利用者による、間の15版が非表示) | |||
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+ | ==out of memoryについて== | ||
+ | ===out of memoryを引き起こす=== | ||
+ | 3Dの球をSphereとして、Resourcesへ格納。 | ||
+ | <pre> | ||
+ | void Update() | ||
+ | { | ||
+ | for (int i = 1; i < 600000; i++) | ||
+ | { | ||
+ | GameObject prefab = (GameObject)Resources.Load("Sphere"); | ||
+ | GameObject obj = Instantiate(prefab, new Vector3(0, 0, 0), Quaternion.identity); | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
+ | 以下OutOfMemoryのログが、ブラウザのダイアログで出る | ||
+ | <pre> | ||
+ | Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings. | ||
+ | </pre> | ||
+ | 以下ブラウザのconsole.logに出る(error logではなく通常ログ) | ||
+ | <pre> | ||
+ | Could not allocate memory: System out of memory! | ||
+ | </pre> | ||
+ | |||
+ | ===OutOfMemoryのログを受け取る=== | ||
+ | OutOfMemoryのログは通常ログなので、受け取れないが、直下に以下ログがでるので、それで判定可能? | ||
+ | |||
+ | Uncaught abort("abort(\"Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 2147418112, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime, or (3) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 \") | ||
− | |||
<pre> | <pre> | ||
− | UnityLoader.Error.handler = function(e, t) | + | window.UnityLoader.Error.handler = function(e, t) |
{ | { | ||
− | if (e.message.indexOf("memory | + | if (e.message.indexOf("Cannot enlarge memory arrays.") != -1) |
{ | { | ||
console.log("message=" + e.message); | console.log("message=" + e.message); | ||
} | } | ||
}; | }; | ||
+ | </pre> | ||
+ | 参考:https://jpn.itlibra.com/article?id=10941 | ||
+ | |||
+ | 参考:https://nichijou-graffiti.com/dmm-browser-game-out-of-memory-message/ | ||
+ | |||
+ | 参考:https://forum.unity.com/threads/weg-gl-out-of-memory-alert.875533/ | ||
+ | |||
+ | ==memory access out of boundsについて== | ||
+ | out of memoryとは違うが、memory access out of boundsについて・・・。 | ||
+ | ===memory access out of boundsのエラーを受け取る=== | ||
+ | <pre> | ||
+ | window.UnityLoader.Error.handler = function(e: any, t: any) | ||
+ | { | ||
+ | if (e.message.indexOf("memory access out of bounds") != -1) | ||
+ | { | ||
+ | console.log("message=" + e.message) | ||
+ | } | ||
+ | } | ||
</pre> | </pre> | ||
"Uncaught RuntimeError: memory access out of bounds"のエラーを受け取れる | "Uncaught RuntimeError: memory access out of bounds"のエラーを受け取れる | ||
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参考:https://forum.unity.com/threads/is-it-possible-to-catch-out-of-memory-errors-on-webgl.734366/ | 参考:https://forum.unity.com/threads/is-it-possible-to-catch-out-of-memory-errors-on-webgl.734366/ | ||
− | == | + | ===memory access out of boundsを引き起こす=== |
Unity2019の場合 | Unity2019の場合 | ||
<pre> | <pre> | ||
− | var unityInstance = UnityLoader.instantiate("unityContainer", "Build/webgl_project.json", { | + | var unityInstance = window.UnityLoader.instantiate("unityContainer", "Build/webgl_project.json", { |
onProgress: UnityProgress, | onProgress: UnityProgress, | ||
Module: { TOTAL_STACK: 9 * 1024 } | Module: { TOTAL_STACK: 9 * 1024 } | ||
行24: | 行67: | ||
var text = ""; | var text = ""; | ||
for (var i = 0; i < 1 * 1024 * 1024; i++) { | for (var i = 0; i < 1 * 1024 * 1024; i++) { | ||
− | text += "a" | + | text += "a" |
} | } | ||
− | unityInstance.SendMessage('MyGameObject', 'MyFunction', text | + | unityInstance.SendMessage('MyGameObject', 'MyFunction', text |
− | }, 10000) | + | }, 10000) |
</pre> | </pre> | ||
+ | setIntervalはいらなかった。TOTAL_STACKのとこだけで良い。 | ||
参考:https://qiita.com/kingyo222/items/1995383a394251abd86d | 参考:https://qiita.com/kingyo222/items/1995383a394251abd86d | ||
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throw new OutOfMemoryException();を実行すると以下エラーが起こる。他のでも起こるかも?だが・・ | throw new OutOfMemoryException();を実行すると以下エラーが起こる。他のでも起こるかも?だが・・ | ||
Uncaught undefined - Exception catching is disabled, this exception cannot be caught. Compile with -s DISABLE_EXCEPTION_CATCHING=0 or DISABLE_EXCEPTION_CATCHING=2 to catch. | Uncaught undefined - Exception catching is disabled, this exception cannot be caught. Compile with -s DISABLE_EXCEPTION_CATCHING=0 or DISABLE_EXCEPTION_CATCHING=2 to catch. | ||
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===TOTAL_MEMORYの変更方法=== | ===TOTAL_MEMORYの変更方法=== | ||
<pre> | <pre> | ||
− | var unityInstance = UnityLoader.instantiate("unityContainer", "Build/webgl_project.json", { | + | var unityInstance = window.UnityLoader.instantiate("unityContainer", "Build/webgl_project.json", { |
onProgress: UnityProgress, | onProgress: UnityProgress, | ||
Module: { | Module: { | ||
行65: | 行96: | ||
Uncaught (in promise) abort({}) at Error | Uncaught (in promise) abort({}) at Error | ||
</pre> | </pre> | ||
+ | |||
+ | ===他エラーも起こる=== | ||
+ | 以下は、Error.handlerで受け取れるエラー(これはループ処理をしたときのエラー) | ||
+ | Uncaught RangeError: Maximum call stack size exceeded | ||
==参考== | ==参考== |
2021年7月7日 (水) 17:36時点における最新版
目次
out of memoryについて
out of memoryを引き起こす
3Dの球をSphereとして、Resourcesへ格納。
void Update() { for (int i = 1; i < 600000; i++) { GameObject prefab = (GameObject)Resources.Load("Sphere"); GameObject obj = Instantiate(prefab, new Vector3(0, 0, 0), Quaternion.identity); } }
以下OutOfMemoryのログが、ブラウザのダイアログで出る
Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings.
以下ブラウザのconsole.logに出る(error logではなく通常ログ)
Could not allocate memory: System out of memory!
OutOfMemoryのログを受け取る
OutOfMemoryのログは通常ログなので、受け取れないが、直下に以下ログがでるので、それで判定可能?
Uncaught abort("abort(\"Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 2147418112, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime, or (3) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 \")
window.UnityLoader.Error.handler = function(e, t) { if (e.message.indexOf("Cannot enlarge memory arrays.") != -1) { console.log("message=" + e.message); } };
参考:https://jpn.itlibra.com/article?id=10941
参考:https://nichijou-graffiti.com/dmm-browser-game-out-of-memory-message/
参考:https://forum.unity.com/threads/weg-gl-out-of-memory-alert.875533/
memory access out of boundsについて
out of memoryとは違うが、memory access out of boundsについて・・・。
memory access out of boundsのエラーを受け取る
window.UnityLoader.Error.handler = function(e: any, t: any) { if (e.message.indexOf("memory access out of bounds") != -1) { console.log("message=" + e.message) } }
"Uncaught RuntimeError: memory access out of bounds"のエラーを受け取れる
参考:https://forum.unity.com/threads/is-it-possible-to-catch-out-of-memory-errors-on-webgl.734366/
memory access out of boundsを引き起こす
Unity2019の場合
var unityInstance = window.UnityLoader.instantiate("unityContainer", "Build/webgl_project.json", { onProgress: UnityProgress, Module: { TOTAL_STACK: 9 * 1024 } }); setInterval(function() { var text = ""; for (var i = 0; i < 1 * 1024 * 1024; i++) { text += "a" } unityInstance.SendMessage('MyGameObject', 'MyFunction', text }, 10000)
setIntervalはいらなかった。TOTAL_STACKのとこだけで良い。
参考:https://qiita.com/kingyo222/items/1995383a394251abd86d
他調査
throw new OutOfMemoryException();を実行すると以下エラーが起こる。他のでも起こるかも?だが・・
Uncaught undefined - Exception catching is disabled, this exception cannot be caught. Compile with -s DISABLE_EXCEPTION_CATCHING=0 or DISABLE_EXCEPTION_CATCHING=2 to catch.
TOTAL_MEMORYの変更方法
var unityInstance = window.UnityLoader.instantiate("unityContainer", "Build/webgl_project.json", { onProgress: UnityProgress, Module: { TOTAL_STACK: 10 * 1024, TOTAL_MEMORY:31 * 1024 * 1024 } });
以下エラーメッセージが出る
UnityLoader.js:4 failed to asynchronously prepare wasm: LinkError: WebAssembly.instantiate(): memory import 0 is smaller than initial 512, got 496 UnityLoader.js:4 LinkError: WebAssembly.instantiate(): memory import 0 is smaller than initial 512, got 496 Uncaught (in promise) abort({}) at Error
他エラーも起こる
以下は、Error.handlerで受け取れるエラー(これはループ処理をしたときのエラー)
Uncaught RangeError: Maximum call stack size exceeded
参考
メモリ変更:Player Settings/Publishing Setting/Memory Size(2018,2019では欄がない?) https://www.hanachiru-blog.com/entry/2019/10/04/000000
Loader.jsのソース https://gist.github.com/kyptov/f7e4718ee93b5c42bb975bc006fb10b4
Unity Playerの設定(TOTAL_MEMORYプロパティ)を外部から書き換えれば起こりづらくなる。 http://blog.livedoor.jp/hofupifoba/archives/17053937.html
htmlのBuildのjson内に、TOTAL_MEMORYというプロパティがあるので数値を直接修正できる。 https://jpn.itlibra.com/article?id=10941