Search Issue Tracker
Fixed
Fixed in 2020.3.39f1
Votes
0
Found in
2020.3.35f1
Issue ID
UUM-4946
Regression
Yes
[Performance Regression] GameObject.ActivateAwakeRecursively noticeably slower when rendering trees on terrain
Reproduction steps:
1. Open the attached project ("1225501.zip")
2. Open "Scene"
3. Enter Play mode
Expected result: Terrain GameObjects are redisplayed at the same speed as before
Actual result: Terrain GameObjects are redisplayed noticeably slower than before
Reproducible with: 2019.3.0a9, 2019.3.6f1, 2020.1.0b2, 2020.2.0a4
Not reproducible with: 2017.4.38f1, 2018.4.19f1, 2019.3.0a8
Notes:
- In this scenario, there are 7 terrains which are all being setActive(true) in an IEnumerator that is used as a coroutine
- The trees used on the terrain are the Broadleaf_Mobile from Standard Assets
- In the versions deemed not reproducible the same action would take 15-30ms, while in the versions deemed reproducible it would take 500-1000ms
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
- Specular lighting visible in a camera with Path Tracing when Preserve specular lighting is disabled in observed material
- Cinemachine package throws CS1061 errors in the Console when installed in a project that has HDRP and URP installed
- Editor.log file size grows rapidly when a scene exceeds the "Maximum Shadow on Screen" limit setting in the HDRP Asset
- Player build freezes after calling Application.Quit() when the scripting backend is set to IL2CPP
- Texture is not applied on a Custom Render Texture when a Cubemap is selected as the texture
Resolution Note (fix version 2020.3.39f1):
Fixed in 2020.3.40. (The dropdown was missing the value for 2020.3.40f1)