Search Issue Tracker
By Design
Votes
1
Found in
2019.4
2020.3
2021.2
2021.2.0b6
2022.1
Issue ID
1356221
Regression
No
Editor is lagging when selecting GameObject with event handling class
How to reproduce:
1. Open the user's attached project
2. Open scene Assets/KatalystTemplate/Core/Core
3. Select the GameObject "PF_DebugMenu" under Core in the Hierarchy window
Expected result: Editor runs smoothly
Actual result: Editor starts to lag when the GameObject is open in the Inspector window
Reproducible with: 2019.4.29f1, 2020.3.16f1, 2021.2.0b7, 2022.1.0a5
Could not test with: 2021.1.17f1 (script could not be loaded after project downgrade)
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
- Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing
- Duplicated groups and incorrect grouping in UI Builder when using UxmlElementAttribute: libraryPath
- Asset name is not shown in the Undo History window when a sprite is modified
- Moving a Tab to a floating window fails when floating windows are docked next to each other
- Crash on UNITY_FT_Render_Glyph_Internal when Generating Font Atlas in the Font Asset Creator Window
Resolution Note:
When running the project, the serialization system displays the following warning:
"Serialization depth limit 10 exceeded at 'Katalyst.DebugTools.DebugMenu::DebugMenuElement._parent'. There may be an object composition cycle in one or more of your serialized classes.
Serialization hierarchy:
11: Katalyst.DebugTools.DebugMenu::DebugMenuElement._parent
"
Fixing the user code to remove the infinite cycle fixes the problematic behaviour:
In the DebugMenuElement class, user needs to add the [NonSerialized] attribute to the _parent field.