Can I make a 64-bit game in Unity?

I am currently testing 8 players on one computer, and I'm shaking my head looking at how my one processor core is overloaded and the others are practically idling.

I clicked into "set affinity" and all cores are selected. The reason I think this is not working right is the program is running in 32-bit. Is there any way I can compile the game into a 64-bit program?

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asked Jan 13, 2012 at 10:41 PM

Rush3fan gravatar image

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@Eric5h5: Jason B. actually has a point here. Unity3d threading is actually not really good. What Unity can "offload" to separate threads/cores is stuff like audio, maybe even occlusion culling etc.

But the rendering (i.e. calling all the Update/LateUpdate/FixedUpdate/OnCollision etc. calls, that's something which is always executed on a single core and in most cases this is the bottle-neck on multi-core CPUs.

Jan 14, 2012 at 04:13 AM Tseng

So, I still have a lot of raycasting to do. It should be about 35 different rays on each machine scanning a rather complex mesh. It's too bad I can't just throw all those on core number two.

Jan 15, 2012 at 01:16 AM Rush3fan

Make that 40 rays after I implement AI :/

Jan 15, 2012 at 01:17 AM Rush3fan

Not possible in Unity 3.x I presume.. probably not worth downgrading to 2.6 either, so nevermind.

Jan 15, 2012 at 01:57 AM Rush3fan

What would downgrading to 2.6 do? 40 raycasts isn't very many anyway.

Jan 15, 2012 at 02:02 AM Eric5h5
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3 answers: sort voted first

Yes, @Hordaland is exactly right,

When in File > Build Settings > PC and Mac Standalone, under the "Target Platform" dropdown box, there will be: Windows, Windows 64-bit, and Mac OS X.

This is just a bit more of a detailed version of @Hordaland's answer, but he is exactly right!!!!!!!

Hope this helps you


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answered Jan 14, 2012 at 12:21 AM

Grady gravatar image

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I can't believe I missed that. I had 32 bit selected. It should at least give me a little boost with all the rendering dropped on a separate core as I am almost certain there is no bottle neck with my GPU. Thanks! -and everyone else too.

Jan 14, 2012 at 03:51 AM Rush3fan

Actually, it ran a lot better for some reason. Back in 32bit, I had trouble after opening the game any more than 6 times; it kept getting random freezes. In 64 bit, I didn't notice any slowdowns whatsoever. Although I checked and that one core was still maxed out.

Jan 14, 2012 at 08:07 AM Rush3fan

32 vs 64 shouldn't have any significance in performance. There are only very few scenarios where 64 gives significantly better performance (like some complex scientific calculations). In case of games, you won't notice anything, if something at all.

Jan 14, 2012 at 04:15 AM Tseng
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Being 64-bit or not has nothing to do with the number of cores used. You can't force a program to be multi-threaded if it wasn't programmed that way. That said, Unity 3.5 does have some improvements in that area, such as rendering being in a separate thread.

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answered Jan 14, 2012 at 12:52 AM

Eric5h5 gravatar image

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When choosing "target platform" in build settings you can choose Windows 64-bit. I guess that should work.

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answered Jan 13, 2012 at 11:32 PM

Hordaland gravatar image

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I'am lost with Unity3d compiler. For me as non-expert, it looks compiling for 64 with memory limit of 32.

Sep 29, 2013 at 10:40 PM nastasache
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asked: Jan 13, 2012 at 10:41 PM

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Last Updated: Sep 29, 2013 at 10:40 PM