# maximumChunksOverride

> Sets the limit on the number of shader variant chunks Unity loads and keeps in memory.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static int maximumChunksOverride { get; set; }
```

### Remarks

You can use `maximumChunksOverride` to limit the amount of memory Unity uses for [shader variants](/engine/6000.6/manual/materials-and-shaders/shaders/shader-troubleshooting/shader-reducing/shader-variants/shader-variants.md). You can use the following values:

* A positive value to set the maximum number of compressed shader variant chunks you want Unity to load and decompress into memory at one time.
* `0` to load and decompress all the chunks into memory.
* A negative value to use the value in [PlayerSettings.GetDefaultShaderChunkCount](/engine/6000.6/script-reference/unityeditor/playersettings/getdefaultshaderchunkcount.md).

The value only has an effect on shaders Unity has not yet loaded. If you change the value, Unity does not reload shaders in memory.

Additional Resources: [PlayerSettings.SetDefaultShaderChunkCount](/engine/6000.6/script-reference/unityeditor/playersettings/setdefaultshaderchunkcount.md).
