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Votes
0
Found in
2.8.1
Issue ID
UUM-136576
Regression
No
It takes longer to load Assets with Addressables.LoadAssetsAsync when the frame rate is limited
How to reproduce:
1. Open the attached “IN-136124_SlowAddressablesLoad(2)” project
2. Open the “SampleScene” scene
3. In the Addressables Groups window, make sure that Play Mode Script is set to “Use Existing Build”
4. Build the Asset bundle with Build -> New Build -> Default Build Script
5. In the Game view window, make sure that the “Stats” window is open
6. Enter Play mode
7. Adjust the top slider to 100% and click the “Unload & Reload” button
8. Take note of the “Done! Loaded 10…” debug log in the Console window
9. Adjust the top slider so that the FPS will be limited to around 15 FPS and click the “Unload & Reload” button
10. Observe the Console window
Actual result: When the FPS is not limited, loading Assets takes around 20 to 30 seconds, and when the FPS is limited to around 15 FPS, loading Assets takes around 90 to 100 seconds
Expected result: Loading Assets takes the same amount of time whether the FPS is limited or not
Reproducible with: 2.1.0 (6000.0.70f1, 6000.3.10f1), 2.9.1 (6000.0.70f1, 6000.3.10f1, 6000.5.0a8)
Could not test with: 2.1.0(6000.5.0a8) (Errors were thrown because of a conflict between the Addressables and Scriptable Build Pipeline packages)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
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