Search Issue Tracker
Active
Votes
53
Found in [Package]
2018.4.28f1
2019.4.3f1
2019.4.16f1
2020.2
2021.1
2021.2
Issue ID
1313722
Regression
Yes
Calculate Asset Dependency List is very slow during Addressables build when Editor heap memory is full
Reproduction steps:
1. Open the user's attached project
2. Select Window/Analysis/Profiler and enable Deep Profile
3. Set Profiler mode to Editor and start recording
4. Select Window/Asset Management/Addressables/Groups and Build/Clean Build/All
5. Select Build/New Build/Default Build Script (observe the build time)
6. Stop recording with Profiler and select the frame which shows AddressablesBuild step (should be the biggest spike)
7. In the Addressables Groups window, select Build/Clean Build/All
8. Select Build/New Build/Build Default Script (observe the build time)
Expected result: The build time is the same as previous
Actual result: The build takes longer (Calculate Asset Dependency Data is very slow)
Reproducible with: 2018.4.28f1, 2018.4.32f1, 2019.4.3f1, 2019.4.20f1, 2020.1.17f1, 2020.2.0b2, 2020.2.5f1, 2021.1.0b8, 2021.2.0a6
Not reproducible with: 2018.4.27f1, 2019.1.0a10, 2019.4.2f1
Could not test with: 2019.1.0a1, 2019.1.0a9, 2020.2.0a1, 2020.2.0b1 (SBP errors)
Notes:
1. With 2018.4.28f1 - 2018.4.32f1 and 2020.2.0b2 - 2021.2.0a6 more data in heap memory is needed to reproduce the issue (that's why Step 6 is needed)
2. With 2019.4.3f1 - 2020.1.17f1 less data in heap memory is needed to reproduce the issue (so selecting AddressablesBuild step/biggest spike is not necessary)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Peter77
Jun 21, 2021 12:05
Related forum thread:
https://forum.unity.com/threads/buildplayercontent-calculate-asset-dependency-data-takes-forever.1015951/#post-6823919