Search Issue Tracker
Fixed in 2022.1.X
Votes
0
Found in
2017.4
2018.4
2019.2
2019.3
2019.3.0b3
2020.1
Issue ID
1185953
Regression
No
The time Required to load Gameobjects or Prefab instances does not scale linearly
Steps to reproduce:
1. Open User-supplied project
2. Open Scene ("Transform_10000) with 10000 objects
3. Run Test -> Measure Open/Close Current Scene and Inspect the time in Console Window
4. Open Scene ("Transform_50000) with 50000 objects
5. Run Test -> Measure Open/Close Current Scene and Inspect the time in Console Window
Expected: the time scales linearly
Actual: the time does not scale linearly
Reproduced in: 2017.4.33f1, 2018.4.12f1, 2019.2.10f1, 2019.3.0b8, 2020.1.0a9
Notes:
Reproduces on Asset Pipeline V2 and V1
Reproduces on Mixed, Force Binary, and Force Text Asset Serialization
* Loading prefab instances is more expensive than loading game objects.
* Saving prefab instances is significantly faster than saving game objects.
* The time Unity requires to load Gameobjects or prefab instances does not scale linearly with the number of objects.
* The time Unity requires to save Gameobjects does not scale linearly with the number of objects.
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
- UI Toolkit meshes are fully rendered and rasterized when opacity is 0
- Light rendering artefacts appear in the Editor when assigning unsupported 3D Custom Render Texture in Camera’s Output Texture, unclearable errors and warnings spammed
- Memory leak when running a test with "GfxThreadingMode" set to "SplitJobs"
- Loading Unloaded unsaved Scene throws “ArgumentException” error in the Console
- Crash on std::__1::__tree_const_iterator when opening the Build Profiles window in a specific project
Resolution Note (fix version 2022.1):
Fixed in: 2022.1.0a10