Search Issue Tracker
Fixed in 2022.2.X
Fixed in 2019.4.X, 2020.3.X, 2021.2.X, 2022.1.X
Votes
0
Found in
2019.4
2019.4.35f1
2020.3
2021.2
2022.1
2022.2
Issue ID
1399880
Regression
Yes
Culling Dynamic Objects takes significantly longer in 2019.4 and above compared to 2018.4
Reproduction steps:
1. Open project "BattleState-CullingTest2018.zip"
2. Open Build Settings window from File > Build Settings
3. Enable Development Build, Auto Connect Profiler, Deep Profiling
4. Build and Run the Scene "SampleScene"
5. Stop recording frames at around 100
6. In the Editor, open the Profile Analyzer window from Windows > Analysis > Profile Analyzer
7. Pull the data from the Profiler and save it
8. Repeat the process for 2018.4, then compare the data in the Profile Analyzer with the previous saved Data
Expected result: Newer versions of Unity take around the same time for Culling Dynamic Objects
Actual result: Newer versions of Unity take more time for Culling Dynamic Objects
Reproducible with: 2019.4.36f1, 2020.3.28f1, 2021.2.11f1, 2022.1.0b7, 2022.2.0a5
Not reproducible with: 2018.4.36f1
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
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Resolution Note (fix version 2022.2):
Fixed in: 2022.2.0a8
Resolution Note (fix version 2022.1):
Fixed in: 2022.1.0b15
Resolution Note (fix version 2021.2):
Fixed in: 2021.2.19f1
Resolution Note (fix version 2020.3):
Fixed in: 2020.3.33f1
Resolution Note (fix version 2019.4):
Fixed in: 2019.4.38f1