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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
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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.