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Importing Assets dialog every time i edit a prefab

Discussion in 'Editor & General Support' started by Antony-Blackett, Apr 20, 2020.

  1. Antony-Blackett

    Antony-Blackett

    Joined:
    Feb 15, 2011
    Posts:
    1,772
    I've started seeing the importing assets dialog ever time i make a change to a prefab in the editor.

    It pops up for only a split second but it's enough to seriously disrupt workflow as it interrupts mouse clicks and freezes the editor for a half second. As it popups up with EVERY edit you can imagine it's really annoying.

    Anyone else seen this? what might be making it happen? Is there a way I can catch it in the debugger to see what's making the assets reimport when I make any changes?

    This also happens when I'm in visual studio and I save a file, Unity triggers a reimport and the unity icon starts bouncing around in the Doc. I'm pretty sure it never use to do that either.

    MacOS
    Asset pipeline V2
    Unity 219.3.6f1



    Screenshot 2020-04-21 at 9.47.45 AM.png


    Update:

    Using Asset Pipeline v1 stops the dialog from popping up. But there is still a noticeable delay when making simple changes in a prefab.

    Also happens in 2019.3.10f1
    Happens with Preferences -> Auto Refresh - set on or off.
     
    Last edited: Apr 21, 2020
  2. _unitysam_

    _unitysam_

    Joined:
    Dec 20, 2014
    Posts:
    6
    I'm getting this exact issue too. Only started noticing it recently (Im on 2019.3.12f1 on a mac). I'm not using any plugins except for Playmaker in case thats relavent. My prefabs aren't overly complicated or large in file size. Split second dialogue box appears which disrupts all input. Any solutions would be very helpful!
     
  3. Antony-Blackett

    Antony-Blackett

    Joined:
    Feb 15, 2011
    Posts:
    1,772
    I found that you can turn off autosave (top right of the scene view) and that solves it when you’re in prefab edit mode but the problem still persists if you edit prefabs when selected in the project view or when changing other things like project settings.


    I’m not using playmaker so that’s not the culprit
     
  4. _unitysam_

    _unitysam_

    Joined:
    Dec 20, 2014
    Posts:
    6
    Ahh thanks that totally solved it for me. (I was only editing prefabs by clicking the > next to them. Much appreciated!
     
  5. Antony-Blackett

    Antony-Blackett

    Joined:
    Feb 15, 2011
    Posts:
    1,772
    Yeah, it's a workaround, it use to not be a problem to have autosave on.
     
  6. Antony-Blackett

    Antony-Blackett

    Joined:
    Feb 15, 2011
    Posts:
    1,772
    Hey, are you able to log a bug? I logged one but Unity QA have dismissed it saying my project is large and therefore will be slow.

    A) My project is a 50MB mobile game
    B) My projects have been much larger and worked fine before
    C) the more assets in the project (I imported from the asset store) the slower it becomes even though I'm still only editing one asset at a time.

    To me this is a massive bug and a huge problem. If you could also log it maybe QA will listen.

    Thanks.


    More info:

    Here's a screenshot from the profiler to show what's going on. This happens when I make any change to any asset from the inspector. In this instance each character i type into the 'identifier' field in the mobile notification settings asset the editor reimports all assets.

    Hmm upon closer inspection, it's googles fault that it's slow but it's unity that's calling reimport all in the first place.

    Screenshot 2020-05-07 at 10.08.53 AM.png


    Disable google version management in the version handler settings.

    Screenshot 2020-05-07 at 10.26.37 AM.png
     
    Last edited: May 6, 2020
  7. WookieWookie

    WookieWookie

    Joined:
    Mar 10, 2014
    Posts:
    34
     
  8. attensi-unity-administrator

    attensi-unity-administrator

    Joined:
    Apr 20, 2017
    Posts:
    2
    Seeing the same issue, and looking at the Editor log:

    Code (CSharp):
    1. Registering precompiled user dll's ...
    2. Registered in 0.017142 seconds.
    3. Start importing Assets/somePrefab.prefab using Guid(09820abc32611a849b45560beee595e8) Importer(-1,00000000000000000000000000000000)  -> (artifact id: 'd86859fa83c79ed2c1d2bf793890f244') in 0.044770 seconds
    4. Start importing Assets/someOtherPremfab.prefab using Guid(ef1f91f465522114fbcd83bf2e8d092c) Importer(-1,00000000000000000000000000000000)  -> (artifact id: 'f534e1ac3cfc0674de702c2638a3ca87') in 0.303548 seconds
    5. Start importing Assets/anotherPrefab.prefab using Guid(3782baa0efd271949b5be5e0b83d4de2) Importer(-1,00000000000000000000000000000000)  -> (artifact id: '692cfa0e2c04e2e35c293d4d6f47e1cd') in 0.301391 seconds
    6. Refreshing native plugins compatible for Editor in 2.44 ms, found 1 plugins.
    7. Preloading 0 native plugins for Editor in 0.00 ms.
    8. Asset Pipeline Refresh: Total: 2.741 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
    9.    Summary:
    10.        Imports: total=3 (actual=3, local cache=0, cache server=0)
    11.        Asset DB Process Time: managed=0 ms, native=1141 ms
    12.        Asset DB Callback time: managed=155 ms, native=1444 ms
    13.        Scripting: domain reloads=0, domain reload time=0 ms, compile time=0 ms, other=0 ms
    14.        Project Asset Count: scripts=7864, non-scripts=3784
    15.        Asset File Changes: new=0, changed=1, moved=0, deleted=0
    16.        Scan Filter Count: 5
    17.    InvokeBeforeRefreshCallbacks: 0.000ms
    18.    ApplyChangesToAssetFolders: 0.069ms
    19.    Scan: 4.162ms
    20.    OnSourceAssetsModified: 0.072ms
    21.    InitializeImportedAssetsSnapshot: 103.608ms
    22.    GetAllGuidsForCategorization: 0.536ms
    23.    CategorizeAssets: 7.504ms
    24.    ImportOutOfDateAssets: 1053.733ms (-214.575ms without children)
    25.        ImportManagerImport: 1020.320ms (367.459ms without children)
    26.            ImportInProcess: 652.714ms
    27.            UpdateCategorizedAssets: 0.147ms
    28.        ReloadImportedAssets: 245.031ms
    29.        EnsureUptoDateAssetsAreRegisteredWithGuidPM: 1.564ms
    30.        InitializingProgressBar: 0.003ms
    31.        PostProcessAllAssetNotificationsAddChangedAssets: 0.867ms
    32.        OnDemandSchedulerStart: 0.524ms
    33.    ReloadSourceAssets: 9.559ms
    34.    UnloadImportedAssets: 20.439ms
    35.    PostProcessAllAssets: 165.351ms
    36.    Hotreload: 1433.844ms
    37.    GatherAllCurrentPrimaryArtifactRevisions: 0.488ms
    38.    UnloadStreamsBegin: 0.108ms
    39.    LoadedImportedAssetsSnapshotReleaseGCHandles: 3.986ms
    40.    GetLoadedSourceAssetsIDs: 17.071ms
    41.    GetLoadedSourceAssetsSnapshot: 10.439ms
    42.    PersistCurrentRevisions: 0.421ms
    43.    UnloadStreamsEnd: 0.039ms
    44.    Untracked: 75.163ms
    45. Asset Pipeline Refresh: Total: 0.005 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
    46. Asset Pipeline Refresh: Total: 0.005 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
    47.  
    It seems to trigger becasue sof somethingto do with DLL's. Wish it gave more information
     
    Last edited: Oct 27, 2022
  9. wirsbo64

    wirsbo64

    Joined:
    Dec 26, 2021
    Posts:
    9
    Bringing this up again as I have this issue and can't find a solution. When I edit a prefab, for every change I make, the project refreshes for a split second. This makes it so that the input field I was editing will unfocus and I have to click it again for every single change I do. This makes it awful slow to enter text, as the prefab updates for every single letter.

     
    Last edited: Sep 16, 2023