Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2018.4.X, 2019.3.X, 2020.1.X
Votes
4
Found in
2018.4
2019.1
2019.2
2019.2.2f1
2019.3
2020.1
Issue ID
1179856
Regression
No
"AssetDatabase.Refresh()" performance regression in big projects, takes significantly more time
Reproduction steps:
1. Open "PipeToConsole.zip" project
2. Open the Profiler (Profile Editor)
3. Search for "AssetDatabase.Refresh" in the Hierarchy search
4. Duplicate the "DuplicateMe" prefab untill you reach ~2k prefabs (CTRL + D)
5. Notice that a single prefab duplication causes the "AssetDatabase.Refresh" call
Expected Result: Duplicating a small prefab doesn't trigger a whole asset database refresh
Actual Result: On big projects, duplicating a single small prefab causes "AssetDatabase.Refresh" to be called which takes a lot of time
Note:
"AssetPostprossesingInternal.PostprocessAllAssets" has a lot more GC Alloc
Reproduced with: 2020.1.0a3(Small Self ms, bigger Time ms), 2019.3.0b2(Small Self ms, bigger Time ms), 2019.2.4f1, 2019.1.14f1, 2018.4.8f1
Could not reproduce on: 2017.4.32f1 (No "AssetDatabase.Refresh" call)
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
- A "Could not generate preview image" error is shown in the Console window when viewing a ".androidlib" asset
- Call stack hyperlinks become unclickable when scrolled down in the Console window
- Package files do not get checked out in Perforce when the project includes a provider callback
- VFX throw errors upon importing it
- "NullReferenceException" error is thrown when swapping between built-in and URP depending on assets loaded out of asset bundles
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0a4
Resolution Note (fix version 2020.1):
Fixed in: 2020.1.0b3
Resolution Note (fix version 2019.3):
Fixed in 2019.3.5f1
Resolution Note (fix version 2018.4):
Fixed in 2018.4.20f1