Upload failed

I was uploading my demo app to glitch, and had done so many times previously with no issues, but suddenly I started having the upload fail at 2 seconds every time with the following error: ```Upload failed: {“statusCode”:413,“code”:“FST_REQ_FILE_TOO_LARGE”,“error”:“Payload Too Large”,“message”:“request file too large, please check multipart config”}
UnityEngine.Debug:LogError (object)
Needle.Engine.Deployment.DeployToGlitchUtils/d__15:MoveNext () (at Library/PackageCache/com.needle.engine-exporter@3.17.1/Deploy/Runtime/DeployToGlitchUtils.cs:239)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()


[Original Post on Discord](https://discord.com/channels/717429793926283276/1154207941872861295)

*by user 962902844049096704*

I was able to upload it to another glitch, but I’m not sure if that’ll work again next time

by user 962902844049096704

edit: Nope- it uploaded but is bricked on reupload

by user 962902844049096704

Don’t know what happened, but now I got the feeling I have to rebuild the entire thing :frowning_with_open_mouth:

by user 962902844049096704

I think Glitch can be quite moody about the overall file limit. What is the total size of your /dist folder? And what is possibly the largest file (usually the .glb)?

If Glitch would limitting you, you could consider Github pages for example as a deploy target.

You will definitely not have to change your project if anything with the upload is not working - don’t worry.
As @kipash :cactus: said this can be a problem on glitch. Can you double check your file size? Are you making a production build?

Here is some documentation on glitch itself if uploading to a new glitch project works but your original project doesnt anymore: https://glitch.happyfox.com/kb/article/101-disk-space-warning/

I was able to fix the issue by using something other than glitch lol

by user 962902844049096704

quick question- in my dist, how many glb files ought to be there? I have several dozen, so does that mean each 3D model is packed into a seperate file?

by user 962902844049096704

No, it’s not each model as a separate file, but there will typically be multiple.


  • one .glb file for the root scene,
  • one .glb file for each referenced prefab or scene
  • one .glb file for each GltfObject in scenes (these are loaded lazily)
  • for each progressively packed texture one .glb file (prefixed with “image_”)

So by default you have one for the scene and then one for each texture that’s loaded progressively.

In other words: you have quite a bit of control over how resources will be split up / loaded :slightly_smiling_face: