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Long delay during editor startup from addressables

Discussion in 'Addressables' started by KyleOlsen, Oct 16, 2020.

  1. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    We're experiencing a long delay when booting the editor up with our project. It seems that doing anything in the editor (clicking on a standard Light for example) triggers addressables to initialize itself and load all assets into memory. This causes a 30-45 second delay in our project while everything is parsed. Once that lag has passed things are back to working normally, but it's getting worse as we add more things to the system. Our build server also seems to struggle much more as it's a lower powered machine that must boot Unity from scratch every time.

    Tried with all 3 "Play Mode Scripts" and "Show Sprite and Subobject Addresses" enabled/disabled.

    Addressables 1.16.6
    Unity 2019.4.12f1

    This is the call stack we get with deep profiling on when selecting a directional light after a fresh Unity boot.

    upload_2020-10-16_3-33-20.png

    Case Number 1285560
     
    Last edited: Oct 16, 2020
    ghrimbone1 likes this.
  2. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,796
    Thanks for the bug report! I'll also flag this with the Addressables team, and pass along any insight or guidance from them.
     
    KyleOlsen likes this.
  3. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,796
    Quick question - did you just started using Addressables, or did you upgrad from a previous version that worked fine?
     
  4. KyleOlsen

    KyleOlsen

    Joined:
    Apr 3, 2012
    Posts:
    237
    We've been using addressables for many versions now without this issue. We believe it was just introduced in the 1.16x version related to this: upload_2020-10-23_18-1-20.png
     
  5. PBurslem

    PBurslem

    Joined:
    Oct 30, 2014
    Posts:
    6
    From looking at the callstack I don't think the problem is related to the .Keys property - that only happens in play mode and only if that property is accessed by user code - we don't use it internally. There definitely seems to be an issue with a lot of textures getting loaded when the addressables settings object is loaded though - perhaps a direct reference to all of the assets has been added somewhere. If you are able to provide a repro project it would greatly help in tracking this down.