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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Resolution Note:
We will consider this with our R&D teams as a possible feature request in our backlogs