Search Unity

Feedback (Case 1161373) 2019.3: Enter playmode time significantly increased

Discussion in '2019.3 Beta' started by Peter77, Jun 9, 2019.

  1. Peter77

    Peter77

    Joined:
    Jun 12, 2013
    Posts:
    4,020
    The time the editor requires to enter playmode significantly increased in Unity 2019.3 compared to Unity 4.6.



    Reproduce
    • Create new project
    • Create new scene
    • Press Play
    • Write down how long it took to enter playmode
    • Repeat these steps with Unity 4.6 and Unity 2019.3

    Actual
    Entering playmode in an empty project takes significantly longer in Unity 2019.3 than in previous Unity releases.

    In my test:
    Unity 4.6 = 2 seconds
    Unity 2019.3 = 5 seconds

    Expected
    Newer Unity versions should not be slower than older ones.

    Note
    Please use hardware similar to the PC I used to submit the bug-report with. It probably can't be reproduced on high-end machines.
     
    Griz, Gua, richardkettlewell and 8 others like this.
  2. Peter77

    Peter77

    Joined:
    Jun 12, 2013
    Posts:
    4,020
    QA replied, unfortunately not really what I was looking for:
     
    Lars-Steenhoff and Prodigga like this.
  3. Justinasg

    Justinasg

    Unity Technologies

    Joined:
    Mar 10, 2017
    Posts:
    3
    Hi Peter,

    We're also further investigating this issue.
    For now there's no issue tracker link that I could provide.
    But the issue is reopened and QA is taking a deeper look into it.

    Thanks again for your time reporting issues that you encounter!
     
  4. Peter77

    Peter77

    Joined:
    Jun 12, 2013
    Posts:
    4,020
    Last edited: Jun 21, 2019
    richardkettlewell and Seb-1814 like this.
  5. Peter77

    Peter77

    Joined:
    Jun 12, 2013
    Posts:
    4,020
  6. AlkisFortuneFish

    AlkisFortuneFish

    Joined:
    Apr 26, 2013
    Posts:
    639
    Oh boy, did I find that hilarious... In a big project with loads of assets using the addressables system, entering play mode has taken up to 2 minutes... I had to get a newer PC to get it down to 40s...

    I'll try with this feature to see what difference it makes on this project.

    Edit: Unless not reloading the domain stops addressables from rebuilding its data, it will not help. Just profiled it, 8 seconds are actually spend entering play mode, 6.5 of which are the domain reload. All of the rest is Addressables.BuildScriptFastMode.BuildData().

    Edit Edit: Goodness... just found the culprit for our load times... It's an innocuous line of code in Addressables that does nothing useful on our particular project and costs 28 out of 28.5s of that build step... :-s Gotta check whether that's fixed in newer versions and report a bug if not, this has singlehandedly cost our company weeks of productivity.
     
    Last edited: Jun 27, 2019
  7. alexeyzakharov

    alexeyzakharov

    Unity Technologies

    Joined:
    Jul 2, 2014
    Posts:
    275
    Were you able to find it in the profiler easy enough?
    What would be the ideal workflow for you to solve this issue?
     
  8. AlkisFortuneFish

    AlkisFortuneFish

    Joined:
    Apr 26, 2013
    Posts:
    639
    It was easy in terms of finding the culprit itself in the profiler data, but slightly awkward to actually record.

    Had to start recording, press play, wait for half a minute and then stop recording before the relevant frame fell out of the buffer.

    This is easier when recording normally, since clicking anywhere in the profiler data pauses play mode. With Record Editor, you need a well aimed click with a solid deadline to stop recording.

    Some sort of trigger system for starting and stopping recording would make this a breeze but something as simple as stopping recording when Record Editor is enabled if a frame is selected would be good QoL improvement.

    Now for the issue itself, I started a thread in the addressables forum:

    https://forum.unity.com/threads/add...ntrycollection-support-massively-slow.701798/

    I would have preferred to submit it as a bug but it's an issue of scale, so producing a stand-alone repro would be quite difficult, as it requires a lot of sizeable assets to get to a serious slowdown. Not sure what the workflow could be on that end. Maybe just submitting profiler data but that would be tricky for QA to do much with.
     
    Last edited: Jun 28, 2019
    Ony and alexeyzakharov like this.
  9. SugoiDev

    SugoiDev

    Joined:
    Mar 27, 2013
    Posts:
    234
    This would be extremely nice to have.
     
  10. BitAssembler

    BitAssembler

    Joined:
    Jul 13, 2017
    Posts:
    59
    I heard rumors about Unity is targetting a state change time for entering play mode below 1sec for the 2019.3 tech branch...
     
  11. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    1,521
    Thanks Alkis! You should be able to see some activity in your thread soon.
     
    AlkisFortuneFish likes this.
  12. jamespaterson

    jamespaterson

    Joined:
    Jun 19, 2018
    Posts:
    31
    Charles_Beauchemin likes this.