Search Issue Tracker
Won't Fix
Votes
1
Found in [Package]
preview.2 - 1.4.0
Issue ID
1232412
Regression
No
Performance drop while using Control Track with Particle system when a clip enters the looping section
To reproduce:
1. Open attached project ("case_1232412.zip")
2. From Hierarchy select "TimelineControl" Game Object
3. Press Play and in Timeline window select the Control Track
4. Observe the FPS before and after the Control Track enters a looping section
Expected result: The FPS remains relatively close
Actual result: There is a significant FPS drop
Reproducible in: 2017.4.39f1, 2018.4.20f1, 2019.3.8f1, 2020.1.0b4, 2020.2.0a5
Reproducible in package versions: 1.1.0, preview.2 - 1.4.0
Note: In the Profiler window it can be observed how Update.DirectorUpdate spikes significantly in the looped section
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
- Weight Brush Overlay text is clipped in Sprite Editor
- GameObject Transform scale values reset to their previously saved values when proportions are constrained and certain decimal values are entered in the Inspector
- Asset thumbnails in the Project window stay white when a referenced texture file is deleted and restored
- Crash on PersistentManager::ReadObjectThreaded when calling AssetDatabase.ForceReserializeAssets() multiple times in a row
- Scene becomes dirty when first opening an HDRP Template project
Resolution Note:
Disable the 'control children' flag on the first control track. There were multiple control tracks trying to advance the same particle systems, which causes them to de-synchronize and re-simulate. In 2019.4, the control children flag was changed to be defaulted to off.