Search Issue Tracker
By Design
Votes
0
Found in
2019.3.13f1
2019.4
2020.2
Issue ID
1253762
Regression
No
[DOTS] GetBuffer performance scales with object count in scene
Reproduction steps:
1. Open attached project "ECS_Playground.zip" and scene "SampleScene"
2. Enter Play Mode
3. Observe Entity Debugger Window, "OxygenSingletonSystem's" time
4. In Hierarchy window, select "Enemy Spawner" GameObject
5. In Inspector window, set "Spawn Count" variable to 1000
6. Enter Play Mode
7. Observe Entity Debugger Window, "OxygenSingletonSystem's" time
Expected result: Performance remains the same
Actual result: Performance scales with object count in scene
Reproducible with: 2019.4.6f1 (DOTS 0.6.0-preview, 0.8.2-preview), 2020.1.1f1, 2020.2.0a20 (DOTS 0.9.0-preview.1)
Could not test with: 2018.4.26f1 (DOTS package unavailable), 2019.4.6f1 (DOTS 0.5.1-preview, console errors break project)
Note: Issue reproduces with Burst Compiler enabled
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
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
- Files in the target folder are deleted without a proper warning when building an iOS project
Resolution Note:
The call to GetBuffer creates a sync point, so the previous job needs to complete before we can actually grab it. The previous job's amount of work was the cause of the appearance of an increase in time.