Search Issue Tracker
Feature Request
Votes
0
Found in [Package]
2.6.X
Issue ID
SPLB-286
Regression
No
[Splines] SplineUtility.GetNearestPoint's performance doesn't scale well
*Steps to reproduce:*
1. Import the C# file attached to this bug
2. Create a GameObject in the scene and add the SplineTest component to it
3. Create a spline with 5 knots and link it in the Container field of the SplineTest component
4. Enter play mode to profile the performance
5. Increase the spline to 30+ knots and profile in play mode again
*Actual results:* Significant drop in performance between the 2 tests
*Expected results:* More knots should make this operation more costly but not linearly at a rate of _n_ ms / knot.
*Reproducible with versions:* 2.6.0 package version and any recent Unity version
*Tested on (OS):* Windows
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
- Opening Terrain Prefab in Prefab Editing Mode throws "NullReferenceException" error
- [Search] Dragging query pills put them behind the search text field
- A CustomPropertyDrawer that returns a PropertyField for a property named the same as a child field will not render all child fields
- Graphics Settings shows default values instead of the real values in the Rendering Debugger when Volume.profile is assigned via script
- Deleting multiple Tags throws “NullReferenceException”, and "Retrieving array element that was out of bounds" errors when holding the Enter key
Resolution Note:
This performance issue exists indeed.
We need to address that but this is more of a performance improvement request than a bug (the current solution provides the correct results). So I'm moving it to another place.