Search Issue Tracker
Feature Request
Votes
0
Found in [Package]
5.3.0
7.0.6
8.0.1
9.0.0
Issue ID
DANB-270
Regression
No
SpriteShape collects all GameObjects in active Scene when importing asset
Reproduction steps:
1. Open the attached project
2. Open Window → Analysis → Profiler
3. In the Profiler window set the Target to Edit mode and start recording
4. In the Project window, right-click on “Assets/test” material and click Reimport
5. Stop the recording in the Profiler window
6. Change the selection from Timeline to Hierarchy
7. Click on the usage spike in the Profiler window
8. In the Profiler search, type “SpriteShapeAssetPostProcessor”
9. Search for method called: “SpriteShapeAssetPostProcessor.OnPostprocessAllAssets”
Expected result: The method generates a usage spike
Actual result: The method does not generate a usage spike
Reproducible with: 5.3.0 (2020.3.40f1), 7.0.6 (2021.3.12f1), 8.0.1 (2022.1.20f1), 9.0.0 (2022.2.0b12, 2023.1.0a15)
Reproducible on: macOS 12.6
Note: In SpriteShape 9.0.0 the garbage size is smaller, but it takes more CPU time
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
- Script resets to use the previous Skybox color when saving the Scene changes
- [2D] Sprite Library Editor window throws NullReferenceException error when entering Play Mode with Game View maximised
- Game View Tab Scale changes erratically when a Unity Tab is on a different screen with a differing Display Scale
- Six way lighting receiving wrong lighting from APV when set to World Space
- Crash on SortByExecutionOrder when interrupting the .androidpack import process
Resolution Note:
We will consider this with our R&D teams as a possible feature request in our backlogs