Search Issue Tracker
Fixed
Fixed in 2023.3.X, 2023.3.0b8
Votes
0
Found in
2020.3.39f1
2021.3.10f1
2022.1.16f1
2022.2.0b7
2023.1.0a10
2023.3.0b3
Issue ID
UUM-13879
Regression
No
afterCullingOutputReady.Invoke() call is extremely lengthy when using SpeedTree trees
How to reproduce:
1. Open the attached “TreeBug” project
2. Open the “ManuallyPlacedTrees” scene
3. Select “Window” → “Analysis” → “Profiler” in the main menu bar
4. Make sure “Record profiling information” is enabled (red circle button)
5. Enter Play mode
6. Exit Play mode
7. Click on any of the frames
8. Zoom into the second PlayerLoop call of the frame
9. Observe the afterCullingOutputReady.Invoke method
Expected result: afterCullingOutputReady.Invoke takes up a small percentage (1-10%) of the PlayerLoop call
Actual result: afterCullingOutputReady.Invoke takes up 25-50% of the PlayerLoop call
Reproducible with: 2020.3.39f1, 2021.3.10f1, 2022.1.16f1, 2022.2.0b7, 2023.1.0a10
Reproducible on: Windows 10
Note: afterCullingOutputReady.Invoke is significantly shorter when painting trees rather than placing them manually (“PaintedTrees” scene)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Add comment