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Fixed

Fixed in 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

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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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