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Bug 2022.1 has extreme amounts of "Hold on..."

Discussion in 'Editor & General Support' started by Thygrrr, May 15, 2022.

  1. Thygrrr

    Thygrrr

    Joined:
    Sep 23, 2013
    Posts:
    699
    The Beta and now 2022.1.0f1 has got me waiting more on my code and imports than any (non-broken) Unity version before.

    It is quite aggravating. Recompiles are MUCH slower because after the Domain has been Reloaded (Domain Reloads, too, need to please stop being a thing before Unity 2023) there is ANOTHER 3-10 second phase of... something.

    Like, waiting for a repaint event? That should be milliseconds, not seconds. What is going ON?

    This is a near-empty project (I am putting together some of my library things for a new game jam template)... I deleted a script in a practically empty project.
     
    Ruslank100 likes this.
  2. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,627
    As they move more and more code to C# and more stuff gets stuffed in packages, iteration speed will continue the current trend of getting slower and slower per yearly release.

    You say it’s an empty project, but I bet there are a whole bunch of packages installed. Start removing packages you don’t need all that much and see if that helps things.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,514
    Don't worry, almost every forum board now has stickied threads about this problem for you to read while you're waiting.

    It might not fix the issue, but at least you'll have something read!

    Not only that but if you google there are probably THOUSANDS more threads to read. Before long, your domain will be reloaded and it will be like you never even waited!

    Things like:

    https://forum.unity.com/threads/editor-progress-bar-stalls-request-for-bug-reports.1137817/

    https://forum.unity.com/threads/troubleshooting-the-editor.347502/

    https://forum.unity.com/threads/improving-iteration-time-on-c-script-changes.1184446/

    Since a ton of time is wasted on packages you never need, there's plenty of reading there too:

    https://forum.unity.com/threads/rea...g-project-issues-with-package-manager.869683/

    Finally, to stop wasting your time and network bandwidth pulling down stuff you never asked for in the first place, here's some more reading:

    Extra unwanted packages in new projects (collab, testing, rider and other junk):

    https://forum.unity.com/threads/temp-unityengine-testrunner-dll-error.1133938/#post-7287748

    About the fastest way I have found to make a project and avoid all this noise is to create the project, then as soon as you see the files appear, FORCE-STOP (hard-kill) Unity (with the Activity Manager or Task Manager), then go hand-edit the Packages/manifest.json file as outlined in the above post, then reopen Unity.

    Sometimes the package system gets borked from all this unnecessary churn and requires the package cache to be cleared:

    https://stackoverflow.com/questions/53145919/unity3d-package-cache-errors/69779122
     
  4. julien83franceschi

    julien83franceschi

    Joined:
    Nov 14, 2020
    Posts:
    226
    I'm sorry, but the problem blocks the whole computer and happens during the compilation of my game.

    Thanks to you,

    A+
     
  5. Thygrrr

    Thygrrr

    Joined:
    Sep 23, 2013
    Posts:
    699
    Thanks Kirt-dekker, the issue isn't with packages per se, most of them are carefully cleaned out.

    But some other threads are interesting reads while I wait for Assemblies to Reload like it's 2009.