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Bug Editor keeps reimporting assets without changes

Discussion in '2019.3 Beta' started by jrzancan, Jan 2, 2020.

  1. jrzancan

    jrzancan

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    I'm posting this here to see if anyone has the same problem, since I've already sent a bug report.

    When I make a change on a script, after saving, the Editor insists in reimporting all the Sprites assets. Even if I didn't touch the Sprites folder or anything like that.

    Sometimes even after saving the script and reimporting, the Editor reimports all over again when I click to run the project.

    I've already force the "Reimport All", cleared the cache and so on, Editor is still reimporting.

    I'm using the Collab, on Unity 2019.3.0f1.

    There's a log or something that I can look to find out why is the Editor judging necessary to reimport this assets?

    Thank you.

    Edit: I'm using Kaspersky as the antivirus, already tried to pause the file checks, but this problem still happens.

    Edit 2: Case 1208671
     
    Last edited: Jan 2, 2020
  2. NotEvenTrying

    NotEvenTrying

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    Just upgraded to 2019.3.0f5 today, also having a similar issue - it tries to reimport all my sprites (albeit only in the Resources folder as far as I can tell) every time I compile scripts, enter playmode, or even change some editor settings, like the font. I couldn't reproduce it in a new project, however :\

    Didn't have this problem in earlier versions of Unity

    Update: I noticed its only reimporting the sprites I use for Anima2d's meshes, so I'm assuming the bug is to do with Anima2d for the time being
     
    Last edited: Jan 17, 2020
    aagun01 likes this.
  3. LeonhardP

    LeonhardP

    Unity Technologies

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    If you're able to reproduce this, a bug report with a reproduction project would be much appreciated.
     
  4. YKpro

    YKpro

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    upgrade from 2019.2.16f1 to 2019.3.0f5;
    It keeps importing my psd files everytime I hit play in editor;
    really really anoying......
    I am using 2d sprite animation;

    // update:
    problem fixed by updating my anima2D to new version;
     
    Last edited: Jan 19, 2020
  5. Peter77

    Peter77

    QA Jesus

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    Please submit a bug-report as described in this document:
    https://unity3d.com/unity/qa/bug-reporting

    It's important that you report these issues together with a reproduction project if you want them to get fixed. If you don't do it, it might be a long time until someone else reports them or until Unity Technologies find them.

    After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up.
     
  6. YKpro

    YKpro

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    thanks, i found the problem;
    it's because i used older version of anima2d, I updated my anima2d, the problem gone;
    thanks any way!
     
    Peter77 likes this.
  7. NotEvenTrying

    NotEvenTrying

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    In my case Anima2d already was at the latest version, deleting it fixed the issue, but reimporting it brought it up again; I tried reproducing this in a new project so I could send a bug report with a example project, but wasn't able to repro it in a new project :( using Unity 2019.3.0f5 as well.
     
    Peter77 likes this.
  8. alexishcf

    alexishcf

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    Not using Anima2D but I have the same issue
     
    CoCoNutti likes this.
  9. HuldaGnodima

    HuldaGnodima

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    I have the same issue as you. I have an up to date Anima2D and it keeps reimporting assets related to Anima2D when I change a script or test the game. Makes testing much more time-consuming. Has anyone figured out how to fix this?
     
  10. NickZangus

    NickZangus

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    Hi! I've resolved by changing the Asset Pipeline Mode to Version 1 in the editor project settings (using Unity 2019.3.0f6)

    upload_2020-2-1_11-15-44.png
     
    oAzuehT, ZenUnity, e01100111e and 3 others like this.
  11. HuldaGnodima

    HuldaGnodima

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    Thank you so much for sharing your solution! This fixed it for me.
     
  12. Peter77

    Peter77

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    Considering version 1 is marked as deprecated already, thus being removed eventually, I'm not sure that using v1 is a long-term solution to the problem. ;)
     
    HuldaGnodima likes this.
  13. arkogelul

    arkogelul

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    The tilemap system heavily relies on version 1 as well. On 2019.3 it's barely impossible to paint tiles in a prefab when version 2 is activated. It's worrying since 2019.3 is the best they could come up with so far and it really looks like some kind of tinkering (at least for the tilemap system).

    Using version 1 was the "official" solution we sere given to "solve" our tilemap painting problem.
     
    Last edited: Feb 2, 2020
  14. Awarisu

    Awarisu

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    In Unity speak, "deprecated" often means "stable".
     
  15. LeonhardP

    LeonhardP

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    The team was able to reproduce this. I've reached out to them for a follow up statement.
     
    CoCoNutti and Peter77 like this.
  16. LeonhardP

    LeonhardP

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  17. diliupg

    diliupg

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    I too am experiencing the same happening.
     
  18. nosajtevol

    nosajtevol

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    Experiencing the same. Thanks for fixing the bug!
     
  19. LeonhardP

    LeonhardP

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    This should be fixed in 2019.3.4f1.
     
  20. soorya696

    soorya696

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    I'm using unity 2019.3.5 still this issue exists. This issue is heavily affecting my productivity.
     
  21. soorya696

    soorya696

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  22. TheSixthHammer

    TheSixthHammer

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    Hi I am using Unity 2019.3.6f1 with the latest version of Anima2D (and have migrated an old project from Unity 2017.3). The problem on my end is that Unity keeps reimporting almost all meshes upon each Play of the game, regardless of changes being made.


    I tracked the problem down to Anima2D/Scripts/Editor/SpriteMeshPostprocessor::Initialize()
    In this method there is a check if it should reimport all the sprite meshes, which is apparently true for 2/3 of my meshes always.
    Furthermore, the function SpriteMeshUtils.NeedsOverride returns true for 2/3 of my meshes everytime I hit the Play button (without making any change). I executed this:
    Code (CSharp):
    1. Debug.Log(triangles.Length +"         #         "+ spriteMeshData.indices.Length);
    And indeed the values are different.

    Since I don't know the internal workings of the system, for now I proceeded commenting out the check (Lines 67-71 in SpriteMeshPostprocessor). This fixes the constant reimporting bug (I suppose it also brakes the detection if the mesh has changed, but for now I will have to do manual reimport everytime I change meshes)

    I would be grateful if author can join and propose a solution for this!
     
    sanketprabhu, EGunity011 and diliupg like this.
  23. LittleBlueDot

    LittleBlueDot

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    No it wasn't, I'm on 2019.3.6f1. This is is ridiculous, wasting literally hours a day on this now.
     
    sanketprabhu likes this.
  24. diliupg

    diliupg

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    This

    is a valid and great reply!
     
  25. Develax

    Develax

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    I don't think that commenting those lines is a good idea - it could break some of their logic.
    I've fixed reimporting on each Play in the editor by checking if it's playing in the SpriteMeshPostprocessor class in the same method:

    upload_2020-5-12_1-4-13.png

    now it is still reimporting when some code in the project is changed and saved but it is not on each Play anymore and their logic is not broken.
     
  26. sanketprabhu

    sanketprabhu

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    The issue still exists in Unity Version 2019.3.13f1. Editor reimport the assets with every action in project like Save, Delete, Manage Package etc
     
  27. sanketprabhu

    sanketprabhu

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    Temporary solution:
    Screenshot 2020-05-17 at 5.40.50 PM.png I am using PRO version of unity, and it's affecting worst. The unity team mentioned the issue was already fixed. Not expecting such a careless behavior from Unity QA. @LeonhardP when it's going to fix really?
     
    Last edited: May 17, 2020
    stefanratea97 likes this.
  28. Lostrick

    Lostrick

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    Unity Version 2019.3.13f1 here, latest anima2D
    still same issue, reimporting every time I play, and also broke the meshes textures in anima 2D
    I think I'm gonna downgrade back to 2018
     
    f1chris and sanketprabhu like this.
  29. rmon222

    rmon222

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    @sanketprabhu I'm using Unity Plus, not Pro. I can't find SpriteMeshPostProcessor.cs. Is it only in Pro version?

    Edit: nevermind. This looks like it's Anima2D specific.
     
    Last edited: May 23, 2020
    sanketprabhu likes this.
  30. moosefreak

    moosefreak

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    same issue here with 2019.4.0f1 version of unity and latest version of Anima2D 1.1.8. Any actual fixes or patches coming? Anima hasn't been updated in about a year.
     
  31. Peter77

    Peter77

    QA Jesus

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    Unity staff said they fixed the original issue mentioned in this thread.

    If you still run into the same issue with the latest Unity version (2019.4, 2020.x) please submit a bug-report as described in this document: https://unity3d.com/unity/qa/bug-reporting

    It's important that you report these issues together with a reproduction project if you want them to get fixed. If you don't do it, it might be a long time until someone else reports them or until Unity Technologies find them.

    Adding "not fixed" to this thread will not make the problem go away :)

    After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. Please post the Case number (number only, not the link) in this forum thread for Unity staff to pick up.
     
    Last edited: Jul 27, 2020
    EthanFischerICS likes this.
  32. meaf75

    meaf75

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    Not fixed, im running Unity 2019.4.2f1
     
    fadii and doneykoo like this.
  33. haga_unity

    haga_unity

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    Not fixed. currently running 2019.4.4f1 - we don't use anima2d
     
  34. mrcraigoman

    mrcraigoman

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    we are having the same problem on 2019.4.4 - We don't use Anima2D and we don't have any issues with our sprites
     
  35. gizmo_rob

    gizmo_rob

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    We were also seeing the same issue here with 2019.4.7. Switching the Asset Pipeline setting to Version 1, restarting, and then setting it back again to Version 2 seems to have fixed the issue.
     
  36. AVK79

    AVK79

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    >> We were also seeing the same issue here with 2019.4.7. Switching the Asset Pipeline setting to Version 1, restarting, >> and then setting it back again to Version 2 seems to have fixed the issue.

    Does not help with Anima2D :(
     
  37. aj-fix

    aj-fix

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    Just want to note that I'm experiencing this issue as well, with Unity version 2019.4.9f1 and the latest version of Anima2D. Setting the Asset Pipeline to Version 1 is working for the moment, but if that's truly deprecated this is not a long-term solution for us.
     
  38. Leo-Yaik

    Leo-Yaik

    Unity Technologies

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    Hi, Anima2D doesn't support ADBv2 https://forum.unity.com/threads/anima2d-not-compatible-with-assetdatabase-v2.863173/
    Can you file a bug or share the project with us to take a look?


    Not sure if you are still having the issues with Sprite reimporting when entering play mode. Can you clarify?
     
  39. blackf13

    blackf13

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    2019.4.8f, I using Anima2D.

    With images using for Anima2D, Unity will reimporting when start editor or compile code

    I try changing the Asset Pipeline Mode to Version 1 and problem temporarily handled, but I not sure how long
     
  40. mrcraigoman

    mrcraigoman

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    This is the problem we have: https://forum.unity.com/threads/pre...me-a-code-change-is-made.939756/#post-6317484

    It's a similar issue but nothing to do with sprites for us.
     
  41. xandelee

    xandelee

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    Happening in 2020.1.7f1 every time i compile or change a folder name, and i cant change from the v2 to the deprecated v1 because it seems to have been removed.
     
  42. _slash_

    _slash_

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    Still happening irregularly in 2020.2.0b11
     
  43. Deleted User

    Deleted User

    Guest

    We are not alone... long time every time unity crash... re-import everything again....
     
  44. EthanFischerICS

    EthanFischerICS

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    I'm seeing this issue when copying in .dlls into my unity project (my project compiles dlls outside of unity and copies them into the project).

    The issue happens with the pipeline set to v1 (where it says 'hang on' instead of Importing) and v2.

    Repro steps:
    Turn off Auto Refresh in preferences
    (optional) Disable Unity Tools in Visual Studio (this was a suggested solution from another thread)
    (optional) Try asset pipeline v1 or v2
    Build .dlls in VS and copy them into unity project
    Hit play
    _________
    'Importing' dialogue pops up and runs for a half a minute then stops playmode. Next play works


    Using 2019.4.3
     
    hemasree_s likes this.
  45. N1warhead

    N1warhead

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    I'm running into a similar issue as well, 2020.2.1 URP.
    I can't submit a bit report as All Sky asset is gigs big.

    Essentially all I did was change to Android build mode.
    Import All Sky package from Asset Store.
    Takes about 40 minutes.
    Not sure if it matters I replace the skybox in the scene with one of the All Sky skyboxes.
    I import ProBuilder from package manager.
    It then re-imports All Sky again, thus waiting another 40+ minutes.
     
  46. EthanFischer

    EthanFischer

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    Found a fix for my case. It was due to a package in my project (MRTK).

    It had some code that was subscribing to EditorApplication.playModeStateChanged and triggering AssetDatabase.Refresh()

    I serendipitously found this when I got an error in that Refresh() method with a stacktrace -- hence revealing what was causing Refresh() to get called.

    Perhaps others in this same situation can get AssetDatabase.Refresh() to throw an error and reveal what is causing Refresh() to get called?
     
  47. Rensoburro_Taki

    Rensoburro_Taki

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    Nothing is fixed! Using latest Unity 2020.2.1f1 still reimports EVERYTHING, even when new assets are coming in! Clicking on a folder or object in the project view starts compiling internal index stuff or so, by showing a %bar., can take up to 25 seconds, etc. This on a well maintained and very fast system. Everyone should be aware of what the company is going through, how many people they lost from the core team and other departments etc. especially VR-mobile users face even more problems with URP problems. And for example the now - (2020!) - time delta fix, that came out....very late for a engine that supports so many platforms, by being the only one. However, I really hope the company can fix their problems, because my whole life depends on this engine. Peace
     
    MaxRoetzler, Bitmore, Alic and 2 others like this.
  48. ROBYER1

    ROBYER1

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    How did this slip out of the beta and into the release?
     
    dpatkelley likes this.
  49. Lostrick

    Lostrick

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    This is the reason I'm still using unity 2018 LTS
     
  50. Rensoburro_Taki

    Rensoburro_Taki

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    Simple, when the core team is upset and can't concentrate! 50% of the unity staff left the company, because 'one new guy' killed it with his sexual harassments, where there is now a trial against him, and he is still in the company? Imagine the permanent tension that is in the air behind each door, there. Look at the job positions. It's getting drastically better, because two months ago, they were searching for - no joke - 219 employees in Montreal, including many for the core team. Only the cleaning lady must have been there. Now it is at 47 (still a lot!).San Francisco had 55 positions free and is now at 29. Everyone left for moral reasons. Honestly, I would have left too. > https://careers.unity.com/
    And of course the company tries to hide all these things. However, everything has a reason. And the many bugs & versions I found, especially in XR/mobile, makes dev on unity - simply - NOT possible!
     
    dpatkelley likes this.