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Fixed
Under Consideration for 1.0.X
Votes
7
Found in [Package]
1.0.4
Issue ID
SEQ-1396
Regression
No
SequenceAssetIndexer.InitializeWithExistingData adds overhead when entering Play Mode in a heavy project
Reproduction Steps:
- Open the attached project
- Enter Play Mode
- Observe delayCall callbacks locking up for a few seconds right after the initial application reload
Expected result: there is no significant overhead from Sequences-related code when entering the play mode
Actual result: SequenceAssetIndexer.InitializeWithExistingData subscribed to EditorApplication.delayCall results in several seconds of added overhead because it's loading objects.
Editor versions tested: 2020.3.0f1 (first available), 2022.2.0a1, 2023.1.0a1, 2023.1.0a26
Tested using a 2019 MacBook Pro 16" i9/32GB
Comments (3)
-
DandecatLiang
Jul 22, 2025 11:15
Same Issue in Unity 2022.3.61
For test I delete some timeline asset folders and the delayCall time dramastically reduced, I don't know if there is some methods to avoid this. I can skip domain reload on play, but after recompile it still takes 40-60s to finish. -
matiasges
Dec 19, 2023 13:56
Same Issue in Unity 2021.3.32
Since I added cinemachine is super slow to open my project and enter playmode. -
ClementSchepens
Jun 19, 2023 08:30
It seems linked to the number of timelines in the project. With near 1000 timelines I have a 27 seconds overhead when entering play mode and at every domain reload.
I’ve created 256 empty timelines and it added 14 seconds of overhead
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Resolution Note:
Fixed by https://issuetracker.unity3d.com/product/unity/issues/guid/SEQ-1436