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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)
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