Cheers, it pops up with a stacktrace error every now and again sorry for the confusion. The ironic or should I say moronic this is it works absolutely fine once you have built the solution!
A stack trace is not a type of error. A stack trace is additional information about what functions the program was executing when an error occurred.
So do I scale back the quality of the game so the Editor will work correctly? I find this kind of un-acceptable. Something Unity need to address.
You should contact them, describe the problem, and ask if a 64-bit editor is even possible for them. Providing a 64-bit version is not always possible, and even when it is it can take a LOT of effort. If it's not possible or feasible for them, you'll have to deal with it yourself by fitting your assets within the 2 or 3 GB of RAM that's available to a single 32-bit process.
I fully understand this, I'm building an engine with a 64-bit editor. It still doesn't take away from the fact Unity loads resources directly into RAM which is a limitation that's causing headaches.. I'll try the patch and see where to go from there:
I'm going to start (or try) porting the lighting and shadow mapping system into Unity) The only thing left is to create some sort of terrain system which will probably take a fair while but it's better than starting from scratch.
Maybe voxel based? Not sure yet, it's been a while since I've attempted a lot of this stuff.