Search Issue Tracker
Won't Fix
Votes
0
Found in
2021.3.0f1
2022.1.1f1
Issue ID
UUM-825
Regression
Yes
[Backport] Regression in time taken to enter Play Mode caused by asset database change
The time taken to enter play mode in the Lost Crypt project regressed from 4.6 to 4.8 seconds when PR was merged:
Steps to reproduce:
1. Download and open the project "LostCrypt.zip"
2. Go to Window > General > Test Runner
3. In EditMode, click on TestEnterExitPlayMode
4. Click on Run Selected
5. Wait for the Test to complete
While investigating this, it was also found that the time to enter play mode is significantly slower the first time to subsequent times. This should maybe be raised as a separate bug:
Expected result: The time taken to enter/exit Play Mode for the first time is approximately the same as the time taken by subsequent entries/exits
Actual result: The time taken to enter/exit Play Mode for the first time is significantly longer than the time taken by subsequent entries/exits
Reproducible with: 2022.1.0a4, 2022.1.0a5
Not reproducible with: 2019.4.29f1, 2020.3.16f1, 2021.1.17f1, 2021.2.0b8, 2022.1.0a3
Note:
The number of iterations for the test can be changed in line 40 in Assets/Tests/EditModeTests/PlayModeTests.cs. By default it is 25
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
- [Quest] Pitch Shifter causes audio degradation on Quest 2 devices when sped up
- "GUI Error: Invalid GUILayout" and "NullReferenceException" are thrown when adding Scenes to "Scenes in Baking Set" in Adaptive Probe Volumes
- Inspector window not updating when switching GameObjects in Play Mode while having a VR headset connected
- "UnityException: GetName can only be called from the main thread." erors are thrown when the Shortcuts window is opened and entering Play Mode with a shortcut
- [Android] Light2D visuals stacking over frames when using RenderGraph
Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.