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Comments (6)

karl- avatar karl- commented on July 22, 2024

I'd guess that instead of referencing the mesh GILES is trying to write all the vertex & tri data. How big (vertex/tri count-wise) is this mesh? If you replace it with a lower poly version does this error still occur?

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TheMax2000 avatar TheMax2000 commented on July 22, 2024

If I delete manually (in editor, while running) a lot of subobjects of the prefab it does save.
Since the prefab is quite complex, I'll take the time to analyze what subobject(s) is causing the problem. I have a few 65k vertices objects that I could get rid of, or simplify at least...

However, is there a way to make GILES writting in binary format (which should be quite smaller) or avoiding to write all the vertex & triangles data?

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karl- avatar karl- commented on July 22, 2024

It should be avoiding writing the mesh data currently; if it's doing that now that is a bug.

On writing binary, that would be a good feature request.

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TheMax2000 avatar TheMax2000 commented on July 22, 2024

It seems it writes the mesh data for all children of the prefab.
I'm not a pro of Unity, but I'll give a look to the code to check if I can find something...

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TheMax2000 avatar TheMax2000 commented on July 22, 2024

Ok, it seems that all the children information is not needed. So I can have a 3kb file that loads correctly the full object, instead of a >500MB (deleting half of the children). I'm still trying to figure out why though... it should not serialize those children at all.

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TheMax2000 avatar TheMax2000 commented on July 22, 2024

I did a workaround fix: I do not generate children if it's a resource. However I don't think it's the ideal solution, but since I don't need any resource's child, I think it will work for me for now.

pb_SceneNode.cs from ln 90

// avoid calling constructor which automatically rebuilds the matrix
 transform = new pb_Transform();
 transform.SetTRS(root.transform);

 children = new List<pb_SceneNode>();
 if (metadata.assetType != AssetType.Resource)
 {               
      foreach (Transform t in root.transform)
       {
            if (!t.gameObject.activeSelf)
                 continue;

            children.Add(new pb_SceneNode(t.gameObject));
      }
 }

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