Search Issue Tracker
Won't Fix
Votes
0
Found in
5.6.0b2
Issue ID
863912
Regression
No
Non-Linear Editor performance of SaveScene and EnterPlaymode
Reproduction Steps:
1- Open the reproduction project (case_863912.zip).
2- Open profiler and start profiling the editor.
3- Measure time taken by saving a scene.
3.1- Open Scenes/Transform/Transform_10000.unity scene.
3.2- Click on "Menu bar -> Test -> Test/Measure Save Current Scene". This will mark scene as dirty.
3.3- Save scene.
3.4- See the time taken by save operation in profiler.
4- Measure time taken by entering playmode.
4.1- Click on play button.
4.2- See the time taken by EnterPlaymode in profiler.
5- Repeat from step 3 with other scenes to test with different amount of game objects.
Expected Result: Entering playmode and saving scene scale linearly or close to linear.
Actual Result: Both operations scale exponentially.
Reproduced with: 5.6.0b1, 5.5.0p3, 5.4.3f1
-
Peter77
Jan 18, 2019 12:14
Newer related forum post:
https://forum.unity.com/threads/editor-is-taking-20-seconds-to-enter-playmode-in-an-empty-scene.516004/#post-4117705It seems they're going to address this issue.
-
Peter77
Jan 11, 2019 19:57
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
- Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
- [Android] "SHADOWS_SCREEN" set as shader Keyword when no "_ShadowMapTexture" is bound leads to freeze on a build on some Mali GPU devices
- The global scene list is overridden in a project built with command line when the Override Global Scene List setting is disabled in the build profile
- [Linux] AutoLocale log is logged when opening a project
- Global Scenes are not included in the Build when building multiple Build Profiles at the same time
Resolution Note:
This particular case has been investigated thoroughly and we have decided, in the interests of protecting the stability and features of Unity for users that rely upon the affected versions, to not address this fix for the time being. We understand that this will cause problems for some users, and so may address in a future version.