


Win / OSX Standalone: Add -hideWindow command line option to launch standalone applications with the window hidden.
UNITY 5.3.6F1 DOWNLOAD CODE
UNITY 5.3.6F1 DOWNLOAD ANDROID
Android: IL2CPP use Android NDK 圆4 on 圆4 Windows Editor.Android: Editor added Marshmallow to the list of APIs.Android: Buildpipe updated SDK tools requirements for the Editor.Android: Audio don't select OpenSL output if the native device params are too bad for fast path (fixes audio issues on some buggy devices).Also the host machine didn't have external video card, don't know is this can be the cause of a problem.
UNITY 5.3.6F1 DOWNLOAD UPDATE
It's important to mention that i've been using unity 5.3.6f1, visual studio community 2015 Update 3, and the development is done on the virtual box VM with Windows 10 pro 圆4 installed, located on the external hdd connected through usb2.0 interface. nothing changed, the same error and the same message. used: 30736B | peak: 0B | reserved: 655360BĪfter this i tried to create empty windows 10 app project, build it through the VS and set the same build configuration, and. MemoryLabel: NewDeleteĪllocation happend at: Line:0 in Overloaded New Trying to allocate: 274877906880B with 16 alignment.

Threadpoolwinrt.dll!00007ffb4fa613a2() UnknownĬould not allocate memory: System out of memory! Threadpoolwinrt.dll!00007ffb4fa63ac4() Unknown UnityPlayer.dll!Windows::System::Threading::WorkItemHandler::::_abi_Windows_System_Threading_WorkItemHandler_abi_IDelegate_abi_Invoke(Windows::Foundation::IAsyncAction ^ _param0) C++ > UnityPlayer.dll!win32::CreateThread::_l2::(Windows::Foundation::IAsyncAction ^ _formal) Line 276 C++ UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThread(void * param) Line 189 C++ UnityPlayer.dll!UnityPlayer::AppCallbacks::_AppThreadImplementation(void * param) Line 161 C++ UnityPlayer.dll!UnityPlayer::AppCallbacks::ExecuteQueuedCallbacks() Line 347 C++ UnityPlayer.dll!UnityPlayer::AppCallbacks::InitializeD3DXAML::_l2::() Line 1088 C++ UnityPlayer.dll!PlayerInitEngineGraphics(bool batchmode) Line 703 C++ UnityPlayer.dll!InitializeEngineGraphics(bool batch) Line 280 C++ UnityPlayer.dll!CreateJobQueue(const char * queueName, const char * workerName) Line 1531 C++ UnityPlayer.dll!JobQueue::JobQueue(unsigned int numthreads, int startProcessor, JobQueue::JobQueueFlags flags, const char * queueName, const char * workerName) Line 98 C++ UnityPlayer.dll!operator new(unsigned _int64 size) Line 188 C++ UnityPlayer.dll!MemoryManager::Allocate(unsigned _int64 size, int align, const MemLabelId & label, int allocateOptions, const char * file, int line) Line 1129 C++ UnityPlayer.dll!OutOfMemoryError(unsigned _int64 size, int align, const MemLabelId & label, int line, const char * file) Line 1045 C++ UnityPlayer.dll!DebugStringToFile(const char * condition, int errorNum, const char * file, int line, int mode, int objectInstanceID, int identifier, void(*)(const CppLogEntry &) doubleClickCallback) Line 1160 C++ UnityPlayer.dll!DebugStringToFilePostprocessedStacktrace(const char * condition, const char * strippedStacktrace, const char * stacktrace, int errorNum, const char * file, int line, int mode, int objectInstanceID, int identifier, void(*)(const CppLogEntry &) doubleClickCallback) Line 1109 C++
