Search Issue Tracker
Won't Fix
Won't Fix in 6000.4.X
Votes
0
Found in
6000.0.59f1
6000.2.7f1
6000.3.0b4
6000.4.0a1
Issue ID
UUM-121197
Regression
No
Performance issue when activating Blender-exported FBX files
How to reproduce:
1. Open the “IN-115811_AnimationPerformanceTest“ project
2.Open the “OutdoorsScene”
3. Open Window > Analysis > Profiler
4. Enter Play mode
5. Click on the “Exported From Modo” button
6. In the Profiler observe the “Time ms” for “Animator.SetupAvatarDataSet” when the button is clicked
7. Click on the “Exported From Blender” button
8. In the Profiler observe the “Time ms” for “Animator.SetupAvatarDataSet” when the button is clicked
Expected result: The performance is similar for step 6 and 8
Actual result: The performance is more than 10 times slower for step 8 than for step 6
Reproducible with: 2023.3.0b6, 6000.0.59f1, 6000.2.7f1, 6000.3.0b4, 6000.4.0a1
Could not test with: 2023.3.0b6 (Compilations errors due to packages)
Reproducible on: macOS 15.6.1 (M1 Max), Windows 11 (by user)
Not reproducible on: no other environments tested
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The Animator does a pattern-matching pass during SetupAvatarDataSet to identify the root of the animated hierarchy.
This operation does a string-based pattern matching, which scales on the number of transforms under the GameObject which holds the Animator Component.
As evidenced in this specific case, having a large number of root GameObjects under the Animator GameObject results in very long calculations.
In the case of very large hierarchies, where a significant portion of the hierarchy is not animated, it is better to move the Animator component at the root of the animated hierarchy to avoid having the Animator take into account irrelevant objects.
Resolution Note (6000.4.X):
The Animator does a pattern-matching pass during SetupAvatarDataSet to identify the root of the animated hierarchy.
This operation does a string-based pattern matching, which scales on the number of transforms under the GameObject which holds the Animator Component.
As evidenced in this specific case, having a large number of root GameObjects under the Animator GameObject results in very long calculations.
In the case of very large hierarchies, where a significant portion of the hierarchy is not animated, it is better to move the Animator component at the root of the animated hierarchy to avoid having the Animator take into account irrelevant objects.