• Unity
  • Out of memory

Harald, any idea why this happens?

OutOfMemoryException: Out of memory
System.Collections.Generic.List1[T].set_Capacity (System.Int32 value) (at <fb001e01371b4adca20013e0ac763896>:0)
System.Collections.Generic.List
1[T].EnsureCapacity (System.Int32 min) (at <fb001e01371b4adca20013e0ac763896>:0)
System.Collections.Generic.List`1[T].Add (T item) (at <fb001e01371b4adca20013e0ac763896>:0)
Spine.EventQueue.Complete (Spine.TrackEntry entry) (at Assets/Git/Spine/Runtime/spine-csharp/src/AnimationState.cs:1224)
Spine.AnimationState.QueueEvents (Spine.TrackEntry entry, System.Single animationTime) (at Assets/Git/Spine/Runtime/spine-csharp/src/AnimationState.cs:523)
Spine.AnimationState.Apply (Spine.Skeleton skeleton) (at Assets/Git/Spine/Runtime/spine-csharp/src/AnimationState.cs:279)
Spine.Unity.SkeletonAnimation.ApplyAnimation () (at Assets/Git/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs:206)
Spine.Unity.SkeletonAnimation.Update (System.Single deltaTime) (at Assets/Git/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs:196)
Spine.Unity.SkeletonAnimation.Update () (at Assets/Git/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs:181)

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  • Змінено

This is very strange, as in this line it's adding only a single event to the list.
Does this happen in a reproducible way, or just once and never again?
If yes, it would be great if you could send us a reproduction Unity project (to contact@esotericsoftware.com as always).
If not, do you call SkeletonAnimation.Update manually, or issue any other manual Spine API calls instead of letting the Unity update cycle call them?

Investigating.


Fixed on our side. Thank you.

Thanks for getting back to us, glad you've figured it out!