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I profiled the issue, and it's due to reloading "loose" assets while doing the app domain reload.
When I comment out NodeEditorAssetModProcessor.OnReloadEditor the problem seems to reduce significantly.
This is probably project and machine dependent. In my project it drops from 1:30s to 20s, on my workstation. Other coworkers with less overbuilt machines are probably being affected much worse by this problem. This project has a bunch of SO types attached to node graphs, so it is doing a ton of work during this reload. There's only about 300 graphs with 5-10 objects each, and that seems to be enough to destroy performance. If there's a way to lazy-initialize or lazy-refresh individual items then that would probably be better.
I profiled the issue, and it's due to reloading "loose" assets while doing the app domain reload.
When I comment out
NodeEditorAssetModProcessor.OnReloadEditor
the problem seems to reduce significantly.This is probably project and machine dependent. In my project it drops from 1:30s to 20s, on my workstation. Other coworkers with less overbuilt machines are probably being affected much worse by this problem. This project has a bunch of SO types attached to node graphs, so it is doing a ton of work during this reload. There's only about 300 graphs with 5-10 objects each, and that seems to be enough to destroy performance. If there's a way to lazy-initialize or lazy-refresh individual items then that would probably be better.
Note that despite the profiler mentioning
<MySO>.ctor()
, and Unity having some guidance on trying to improve reload time of SOs (https://forum.unity.com/threads/long-waiting-times-in-the-editor-slow-asset-refresh-when-modifying-any-script.981384/), I don't think it is applicable in this case. These SOs are basically just data, with no init code defined.I think the suggestion on this ticket may also help with this problem, though I don't know all the knock-on effects of that solution: #342
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