Is this a bug or limit of Hardware/Software?

I just want to make sure I’m doing the right thing as I noticed this in other project but here I reproduced it in minimalistic setup.

Issue is the Godot stop response when I try add bunch of animations into animations_library at once. ( I have checked it in folder it’s 131 animations.)
I could split this into less animations at the time, but maybe it’s a bug or just some limit I hit.
But strange behavior I find it’s actually crash on Mac OS after 4 minutes and 20 seconds, where it was using only one core at the time and keep switching between 5, and 9.

Here is video, at beginning I show extract the animations, around
1:30 is actual step of animations adding into library, and from then it’s just metrics as Godot won’t come back to life.

Probably a bug, check your RAM, but I’d assume RAM out of memory crashes would take longer to kill the process.

You may have better success importing your glbs as an “Animation Library” in the non-advanced importer tab. Keep the “General.glb” file as is if you want to use the model in addition to the extra animations.

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It’s only 1.7GB of Memory

Not sure what you mean here, do you mind you explain it a bit more please?

Then loading them as libraries extra libraries, onto the general model. If you have a different model the “General” glb can also be imported as an AnimationLibrary

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Thank you.
Haven’t seen this way before.

Use to do it also like this >