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Lots of busy... Hold on.... etc?

Discussion in '2020.1 Beta' started by hippocoder, Feb 22, 2020.

  1. Lurking-Ninja

    Lurking-Ninja

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    Literally the third post above yours is a Unity post stating that they want to focus on this issue and asking for bug reports whenever this happens... ROFL.
     
    dinuka_jay and richardkettlewell like this.
  2. dinuka_jay

    dinuka_jay

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    I know this isn't productive (and I'll stay away from complaining too much) but as a rule of thumb, an editor/IDE must never disrupt user workflow simply because the editor is doing what its supposed to be doing. Run them in background and allow full control at all times please. My wait times are adding up to hours throughout my week as I spend 10+ hours in Unity on a daily basis.
     
  3. Grafos

    Grafos

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    The reason you won't probably be getting many bug reports is because it happens almost all the time, regardless of what we are doing with unity. Case in point, I just unticked "crop y" of the Pixel Perfect Camera, and application.tick took 3 minutes of thinking about it before giving me control back. Entering play mode, sometimes takes 15 seconds and other times takes 6 minutes (pre 2020 it'd take like 3 seconds)! There's nothing to report really, it's random and all over the place and it happens so often to so many people, that having to ask us under which circumstances it occurs seems... well... strange! None from the Unity team has experienced this so common and so infuriating behaviour of the editor?
     
    Last edited: Jul 15, 2021
  4. KWagrez

    KWagrez

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    These bugs happen at many occasions in my current project, which was upgraded last week to 2020 (necessary, sadly). When application quits for example, but more often when clicking Play for the second time. Unity then starts the AssetImporter i nthe background and shows "Application.Reload". However this background worker never finishes for me and killing it won't make the editor resume its activity.

    Is there a way to know what's going on in the AssetImporter ? I looked at its log and the last thing it did was to import an asmdef with success, no warning or errors. (Note: sometimes Unity doesn't even start this parallel process, I'm trying to find out why)

    Can't send reproduction project for now since I don't know what triggers the problem, there is just too many assets and dependencies in the project to remove them one by one until I find any culprit.

    Edit:

    On second play, we're 100% stuck after the beforeAssemblyReload. So might be a problem with assemblies.

    However, we found that this problem happens only after starting once our main scene, not when starting any other empty scene. Which might indicate a problem of release/cleaning on our part. Something that wasn't a problem in 2018 versions, but is now

    Edit2: Apparently one of our native dlls which was supported by Unity 2018 is now the culprit for our Play-Mode "Hold On" infinite waiting message.
     
    Last edited: Jul 16, 2021
  5. BPRICE

    BPRICE

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    I was ready to quit until I learned the delete trick. Everything and I mean EVERYTHING is faster and more responsive once I delete the ShaderCache
     
    unity_uCAh1YGgjxXPOw likes this.
  6. BPRICE

    BPRICE

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    It was literally unusable the way it was. Very maddening. Only thing is compiles then have to recompile all the shder variants which takes a while but at least I can start developing again.
     
  7. KospY

    KospY

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    I do that regularly now, every week I think. It help when editor take 10min to open (it's instant then). But it don't fix everything for me, still have stalls when doing some action (worst is saving a scene), I got 1/3 chance of stalling doing that.
     
  8. Superjayjay

    Superjayjay

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    This is the most mystifying part of all this, how come no one at unity ever came across this issue? It's not exactly rare and it's most definitely hard to miss. Every single person working directly with unity at my company has had this issue, and we're talking multiple different projects
     
  9. Whismirk

    Whismirk

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    There is absolutely no way that they never came upon this issue while testing. Zero chance. It's been a year and a half, they definitely know about it. They also know that whatever is causing this takes its source from something they added between 2019 and 2020.
     
  10. Lurking-Ninja

    Lurking-Ninja

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    I used 2020 for a year on my main project. I saw this problem ONCE. And it fixed itself, I did nothing.
    Knowing about it and able to reproduce it are two vastly different things.

    Let me reiterate: if you are experiencing a bug, submit a bug report. Unity only could even start to investigate if they can reproduce the problem.

    If you don't submit a bug report, don't expect the problem to go away. It is that simple.
     
  11. watchagames

    watchagames

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    My experience:

    Been having the described problems for a while (since moving to 2021.1.x) ans for several months now.

    - Did the ShaderCache cleanup stuff.
    - And disabled Auto Refresh amd Directory Monitoring.
    (using CTRL-R to recompile / refresh assets.)

    So far so good, speed is good.
    Really enjoy controlling myself the "rebuild" in manual this allows way faster work with C# editor (Rider) without having to recompile for each change.

    Still looks like there is an issue somewhere but at least those work around seem to work.
     
    unity_uCAh1YGgjxXPOw likes this.
  12. Superjayjay

    Superjayjay

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    I'm confused. What's the point of you telling us this, and particularly with this defensive attitude? Do you think no bug report about this has been filled?

    Happy for you that you only got the issue once. Meanwhile many of us are literally unable to work and losing several hours per week staring at a progress bar because of some unity bug that's been around and reported for at least a year and a half.

    You can bet I fully expect the problem to go away, this is a crippling issue.
     
    zackblack, BMayzak, TigerHix and 4 others like this.
  13. Lurking-Ninja

    Lurking-Ninja

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    The point is that you are seemingly can't connect the dots between the issues fixed and reported bugs.
    It is not about that. It is to demonstrate that it's not a clear cut issue. I'm not happy that I didn't have the issue but you have. I'm just pointing out that you need to submit your bug report so Unity can have the info when and possibly why this is happening to you. Otherwise they do not have the info so they can't fix your issue. It is simple like that.
    Then submit your bug report.
     
  14. Superjayjay

    Superjayjay

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    Erm...what issues have been fixed? The issue is still very much there, bug reports have been filled and even projects sent for reproduction and several minor and major revisions and new version and a year and a half later nothing has been fixed. In fact, it's gotten worse. If anyone isn't able to connect any dots here, that's not me.

    I mean even ignoring all that, posting a comment telling us not to expect the issue to get fixed unless we submit a bug report because otherwise they have no way of knowing anything about the issue, on a 10 page long thread specifically about the issue where people are literally reporting it and writing paragraph long reports on it with multiple unity people replying can only be described as borderline comical.

    Again, not only have people done exactly that, there are multiple ways for them to know about the issue beyond filling out bug reports. Like you know, this thread. Or the dozens of other similar threads. Or maybe their own QA department who somehow a year and a half later not never found let alone managed to reproduce the issue? I mean since when is the client not only expected but apparently demanded to do the QA for the product its buying? Try using that logic when you actually release a game and tell me how it goes.

    I'm all for helping unity figure this out, but you're ridiculously off the mark in your logic, tone and pretty much everything you're saying here.

    Already did, the issue remains. A year and a half later.
     
    TigerHix, Cuacktality, Grafos and 2 others like this.
  15. richardkettlewell

    richardkettlewell

    Unity Technologies

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    It’s not one issue. It’s lots. Maybe hundreds! Any time Unity takes “too long” to do something, it pops this message up. Before we had the pop up, it just used to freeze up in a non-obvious subtle way.

    We already have people trying to improve the obvious hotspots (enter playmode, script compile, etc)

    We are adding analytics to better understand which slow operations are encountered by most users. And which are rare. And how many there are. And where they all are. So we can prioritise our efforts to solve these hotspots accordingly.

    And we are trying not to make things worse in new releases. But sometimes that seems to be the hardest part of all :(

    If you want a specific scenario investigated, you can send us a report via the other thread I linked to. If you don’t want to - that’s totally fine too - we are working on gaining a full picture of all scenarios that cause this pop up to appear. And I totally get that it’s often not feasible or practical to send a repro project.
     
  16. Superjayjay

    Superjayjay

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    Hope I didn't get across as too harsh, I'm sure this issue is as complex to you as it is frustrating for us. And don't worry, I think we all genuinely believe you when you say you're not trying to make things worse every release :D

    As for the issue, there really isn't a specific reproducible instance for me other than the application.quit operation which is the one that bothers me then least even though it can take a full hour to close. Literally anything can trigger the progress bar to be stuck for minutes and it's completely random. Even a simple mouse click outside on the play window or any other non interactinle area of the UI can trigger it.

    There's one thing that I've come to notice that I don't know if it's me losing my mind, placebo effect or whatever it may be, but whenever the progress bar gets stuck for several minutes, for some bizarre reason sometimes clicking frantically anywhere in the UI if the unity window is focused often ends the freeze after a few seconds. I've also tried every workaround on this thread and none made any difference.

    Maybe I'm asking too much, but can you open up on some of your findings on the issue? Perhaps we can help somehow or remember something that helps you.
     
    richardkettlewell likes this.
  17. AcidArrow

    AcidArrow

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    Maybe also let QA know that you are not trying to make things worse? I'm not saying you are being insincere, but it doesn't feel like Unity as whole has gotten the memo.

    (see : https://forum.unity.com/threads/and...n-android-projects-now-on-unity-2021.1141066/ )

    Because things like that, where a user reports a randomly popping connectivity progress bar that takes 3-5 seconds and QA says it's not a bug, make the repeated calls for bug reports feel like a farce.
     
    unity_uCAh1YGgjxXPOw likes this.
  18. valarus

    valarus

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    That's not the trigger, something inside your project gets refreshed and causes busy message. The best would be to send your project to Unity. If you send minimal repro project, it could happen it doesn't point to all issues you're having with but only a subset.
     
  19. richardkettlewell

    richardkettlewell

    Unity Technologies

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    One of the big things we have been doing is to add better text to those progress bars. So you know that one of your own scripts is at fault, or you can tell us something useful about where it got stuck in our code. We still have some “catch-all” messages that are too generic to be useful.

    Another is to let you grab a stacktrace when it gets stuck. That is super useful for diagnosing what caused the stall.

    And the other is that we’ve fixed/improved a few of the easier stalls.

    Probably the hardest challenge we have is that the common ones are the hardest to solve (eg re-importing assets - sometimes needlessly, domain reload/script compilation, enter/exit play mode) and new features often make them even slower, and we need to do better at detecting/avoiding this part before we release the new stuff.
     
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  20. richardkettlewell

    richardkettlewell

    Unity Technologies

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    This is (unfortunately) fair feedback. If you, or anyone reading this, have specific cases you can point me at, I will raise it internally. We can do better here. (Link noted)

    QA have to filter an enormous volume of bug reports - sometimes it can be hard to find the right line between closing vs sending to the dev team.
     
  21. Cuacktality

    Cuacktality

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    upload_2021-7-20_7-21-24.png

    upload_2021-7-20_7-23-48.png

    So, are you telling me that I have to spend a lot of time every time that I want to do some action on the editor?
    I mean, this post is here, I don't know, more than a year? and we keep seeing that issue?

    Is there someone trying to do something to fix that?
     
  22. Neto_Kokku

    Neto_Kokku

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    Thing is, while Unity did become unresponsive before 2020's "hold on" pop-up came along, I rarely experienced it doing so for several minutes (or worse) outside of either importing assets or making builds, both situations which already displayed feedback, the big exception being Unity's time-honored 20% chance of freezing permanently when quitting.
     
  23. hurleybird

    hurleybird

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    Sorry, I think he's right.

    Yes, there are a bunch of places where you need to wait a long time, they can be annoying, and I'm sure a few people in this thread are complaining about such persistent annoyances.

    That's not what most of us in this thread are experiencing or complaining about, however. It's not that we add a bunch of textures and the import takes a long time. It's that long-running tasks start running that seemingly have nothing to do with the actions we're performing, which did not previously have any noticeable wait (affected actions seem to be saving assets: prefabs, scriptable objects, scenes). As another user reported earlier in this thread, you can even go into task manager, kill the offending task, and the editor returns to normal as opposed to freezing up. If this workaround creates other issues, I haven't found them yet.

    This is distinct, recent (just look at the sudden influx of reports), and is almost certainly something small and stupid like setting an unrelated thing to "dirty" when saving assets.

    Don't approach this as a "performance optimization" problem. It isn't one. It's a bug, or it's a massive performance regression on a task that was executed previously, but may not have been necessary then or now. In either case, the way you fix this is looking for what single (or small handful) of things got broken, not taking the hundreds of tasks that can create a loading bar and looking for optimizations (it's a good thing to do in-and-of-itself, but won't resolve the root issue).
     
    mattdev, BMayzak, TigerHix and 3 others like this.
  24. KarlKarl2000

    KarlKarl2000

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    This is a great idea! ! ! Also if it can somehow be found in an easy to read debug report.
     
    richardkettlewell likes this.
  25. Seigneurpouet

    Seigneurpouet

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    Please do somthing.
     

    Attached Files:

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  26. Superjayjay

    Superjayjay

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    Indeed, just to be clear this is clearly not a performance issue as the same operation could take a split second once, or it could take 15+ minutes the next as it clearly broke/stalled. We got this issue with both small and big scenes, different PCs including some very high end ones and it didn't seem to affect the issue in the slightest.
     
    Grafos likes this.
  27. unity_uCAh1YGgjxXPOw

    unity_uCAh1YGgjxXPOw

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    I have this problem also. I didn't have it in unity 2019, and I only have this now on the latest Unity versions (2020 and 2021) Working like this is becoming frustrating, and is making me less excited about making my game :/

    Hopefully a fix comes soon. It has been going on for 2 hours like this (see the photo). Of course I force quit the application, but to me this doesn't seem like it's my project's fault. This seems like a genuine bug where something is taking up a lot of resources. And it broke in the 2020 update of the editor. 'Working has become impossible in the editor.

    Making a bug report is also very complicated, which is why a lot of us don't really bother with that. It also happens all the time. Entering play mode takes 15 seconds. Recompiling code after editing one simple typo, takes 30 seconds. Etc etc. How?!
     

    Attached Files:

    Last edited: Aug 5, 2021
  28. Luis_Fernandes

    Luis_Fernandes

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    At this stage they should put Windows Task Manager as part of the Unity Toolkit and Unity Workflow...
    Maybe a small tutorial just to get things going... o_O
     
  29. JesseSTG

    JesseSTG

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    That wouldn't be cross-platform, though. You gotta give Unity credit, it does treat macOS and Linux as first-class citizens of its ecosystem.
     
    Ramobo likes this.
  30. Cuacktality

    Cuacktality

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    Hi, I've found a "solution", and I made a video about it, that "solution" works on 2020 and 2021.
    So, click here to go to YouTube
     
  31. Luis_Fernandes

    Luis_Fernandes

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    Thanks for your help :)
    It helps but it does not solves the issue, unity documentation has a print screen with the busy progress delay setting but no info about what it really does.

    I think that the settings is using seconds, so i have changed it to 15 seconds and everything was improved, but still after an hour or so, unity hanged up.. again.. please hold on... task manager, etc...
     
  32. dorusoftware

    dorusoftware

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    All those loading bars pop up are quite annoying, but do you get the loading bar that stay on for 10 or more minutes? Did you ever had that issue?

    Also, checking my installation, the value I have for that field is 3 not 0.01 as in your video. I' never changed that value. So is curios why you have it 0.01. if we deal with seconds then actually it makes sense in your case for all those pops up to show if unity is set to show the loading bar after such a low time.
     
    Last edited: Aug 8, 2021
  33. Grafos

    Grafos

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    Thanks for trying to help, but the problem is not the popups themselves, they are just a symptom pointing to a deeper issue. The 10 minutes it took to update my sprite atlas, with RAM usage of 20gb and Unity's power usage at red would have just taken 9.999 minutes without a popup with your "solution".
     
    Last edited: Aug 9, 2021
    KarlKarl2000 likes this.
  34. unity_uCAh1YGgjxXPOw

    unity_uCAh1YGgjxXPOw

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    Thank you so much! Even though the rest of our friends in the comments are right as it won't solve the pop-up that stays there for 5 hours and then we have to use the Task manager, I am VERY happy that I don't need to see that pop-up everytime I CLICK on something.

    THANKS!!!!!!!!! <3

    Hopefully Unity fixes this in the next release because I am turning crazy
     
    Last edited: Aug 9, 2021
  35. dinuka_jay

    dinuka_jay

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    Hi Unity Team, I can confirm this works as well. Can you patch this with the next version?
     
  36. Lurking-Ninja

    Lurking-Ninja

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    I hate to burst this bubble, but this video does nothing. It presents a non-problem and offer a non-solution. There is nothing to patch here.

    That progress bar dialog shows up after a delay, which delay can be set in the settings as the video shows. You really shouldn't set it to 0.1 seconds unless you're a masochist. You probably want to set it to 2 or something.

    But, this dialog and the delay only shows that Unity's editor main thread is busy. You really need to find out what is happening if you set the setting to a reasonable time and you still get the progress bar dialog when you do not expect it.
    You can read back this thread there are techniques and tools listed on previous pages how to find out what's happening. If you think it is Unity's code, then file a bug report so they can check up on it and fix it.
     
    BMayzak, jeromeWork, Mark_01 and 6 others like this.
  37. dynamicvoltagegames

    dynamicvoltagegames

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    The reason this is so annoying is that you guys keep adding bugs and there's still stuff from years ago that never got fixed. Why is this a thing? 2017 was so much better. I thought new versions were supposed to make things better. Unfortunately, I have to use a new version for Switch development, but crap like this makes it so hard.
     
  38. unity_uCAh1YGgjxXPOw

    unity_uCAh1YGgjxXPOw

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    Thank you for clarifying. I know it didn't fix the real problem. (Also most of us did not set it to 0.1 seconds, I never changed the value. Mine was set to 3.) But to be honest at this point we weren't looking for the real solution, but more for a hack to still be able to use the editor anyway. Coding was turning impossible. The video that our friend posted above actually did fix the problem I was having. To be honest I have no more complaints after I set my delay to 150s. So I see no reason to file a bug report, because I witness no more bugs.

    However I will submit a bug report today by using the bug report tool, and will try and thoroughly describe the problem that I get with my delay settings set to 3. Hope it can help?

    The dialog box kept appearing every time i clicked on something or moved a game object to a different position. At least I can program without flipping the table. My delay settings were set to 3 seconds and my editor/dialog box got stuck from anywhere between 15 seconds to 5 hours before I used the hack in the video. I now set it to 150 and my editor is running as smooth as it was when I had unity 2019.

    I have noticed a few things after testing out multiple hacks already mentioned before:
    1. This happened to me after I upgraded my project from Unity 2019 to Unity 2020. Before Unity was working like a charm.
    2. When I cloned and downgraded my project to Unity 2019, it was running smooth again. But I really need 2021, because of the new features.
    3. I attempted to start my project all over again in Unity 2021, but I even get the dialog box in the same intervals as before. That can't be good?
    4. The dialog box seems to be worse in Unity 2020, and slightly improved in Unity 2021. That means that an attempt was made to improve the loading times between these two versions.
    5. When it gets stuck for longer than 45 minutes it seems to me that it is stuck in an infinite while loop and won't get out, because I had to CTRL+ ALT+ DEL and terminate Unity editor in the Task manager after that. I am sure that if I didn't force quit the editor, that it would run for as long as my PC was still on.
    6. It always gets stuck at Application.Tick for me and doesn't continue after that

    I'll be patiently waiting anyway for the real solution to the problem. Because of point 1, I don't think this is my code.
     
    Last edited: Aug 14, 2021
  39. Alienmadness

    Alienmadness

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    Sep 6, 2012
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    I continue to get this and its very frustrating. usually i get this when making very minor changes to some c# scripts.

    EditorApplication.update when pressing play
    Screenshot 2021-08-18 183816.png
    Application.Ticket when existing play mode
    Screenshot 2021-08-18 191501.png
    PupupWindow.MouseUp when doing random stuff.
    Screenshot 2021-08-18 180645.png

    i've tried setting the "Busy Progress Delay" setting in preferences. with no noticeable effect.
    Someone mentioned removing Probuilder, which i havent tried yet, since im actually using it.

    anyone else have any solutions, this is making Unity unusable. and this started since 2021.x

    current running 2021.1.17f

    i went ahead and submitted a bug report (Case 1359461)
     
    Last edited: Aug 19, 2021
  40. KarlKarl2000

    KarlKarl2000

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    Case 1359809 <--- I hope the log files in there help!

    2021.1.16f

    Overall the VERY long delays of 5+ minutes are behind me now (knock on wood), after hunting down every single file to figure out which software was causing it. (Hint for others, in my case it was EASY SAVE), but I'm still getting delays from the application.tick pop ups that occur everywhere while I interact with the editor.

    Still have those 2-3 seconds of application.Tick, repaint since version 2020. This delay happens as I
    • ENTER play mode
    • EXIT play mode
    • edit a C# script in VS2017 and return to the editor
    • edit a 3D model in Blender and return to the editor
    • edit an image in Photoshop and return to the editor
    • look at an email on Chrome and return to the editor
    • etc
    Are there any Unreal\ Godot \ Game Maker users in here? Does that editor have it's own set of quirks?
     
    Last edited: Aug 21, 2021
  41. gewl

    gewl

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    Could you clarify what you did to fix the long delays?
     
  42. JamieVRcade

    JamieVRcade

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    I don't know what I did to get here, but this has been happening for nearly 48 hours.
     

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  43. Alienmadness

    Alienmadness

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    i took @MartinTilo advice,
    1. Clear the GI cache folder (mine was 32GB!)
    2. and package cache
    3. and the library folder of project.
    Also removed Probuilder, Test Framework, and Version Control (collab) and things started working a lot faster/better.
    cant say it completely fixed all the problems, but the popups were less common and less intrusive.
     
    the_Whizzkid likes this.
  44. KarlKarl2000

    KarlKarl2000

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  45. Haapavuo

    Haapavuo

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    Fix this already! I am constantly getting over 3 minute waits! On every time I press play mode: "Hold on (busy...) EditorApplication.update"!
     
  46. Alejandro-Martinez-Chacin

    Alejandro-Martinez-Chacin

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    Wanted to mention that on macOS I also always get a second Unity instance doing it's non-responding thing. I thought it was a macOS only thing (since a bug report I did on that led nowhere).
    Killing it does help on the overall responsive feeling while in use.
     
  47. the_Whizzkid

    the_Whizzkid

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  48. gliealonso

    gliealonso

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    Mine helped a loooooooot by deleting the ShaderCache and disabling Auto Refresh and Directory Monitoring in preferences
    upload_2021-9-17_10-40-17.png
     
  49. BMayzak

    BMayzak

    Joined:
    Nov 7, 2016
    Posts:
    22
    If I right click in my Assets folder and create a Material it takes the editor (not exaggerating) 20s to complete this process using 2020.3.14f1; if I open any of my scenes (with no changes made) and simply press Ctrl + S to save it takes roughly 20s for my project to reimport *something*. Application.ExecuteMenuItem loading bar will appear for about 20s, reimporting assets that weren't touched (last week it was URP_Renderer, this week it's a new DOTweenSettings.asset I just reimported because it broke for no apparent reason after not even using it). If I save twice it will take 20s each time and then the third time it will reimport the same asset immediately (again, why it reimports it every single time I save, without making a single change, is perplexing to me). If I play my scene and save again (again, no changes made); it will take 20s again to save my scene (at least once, before fast-saving again).

    Suffice it to say, I save my scene a lot less frequently.

    I used to upgrade my Unity version every time a new release came out, but ever since using 2020 / URP I'm very reluctant; the amount of loading bars and waiting I'm seeing has increased dramatically and like everyone saying it's not one specific spot, it seems to randomly occur throughout development. Also it feels like every day I will open my project to some obscure bug that didn't exist the night before and requires that I prioritize that before getting to work. Today I got a bug about my Collab package not being able to find something (I don't even use Collab and it was turned OFF). Deleting the Version Control package entirely solved the issue, but it's weird stuff like that that seems to occur almost daily.

    These slowdowns are incredibly debilitating for people who use Unity every day. The amount of times I've had to delete my Library / re-open my project (+20m) and troubleshoot random issues unrelated to the work I'm actually trying to do has been a major setback and completely destroys my productivity.

    I don't know what else to say other than I hope they figure out what's causing these underlying issues; I was very happy with 2019 and upgraded to 2020 for URP but the added slowdowns have made me incredibly hesitant to move to newer versions.

    Edit: After posting this, Materials are now being created instantly, which is extremely confusing (despite the two I made while writing this post earlier taking 20s each). I'm wondering if some other process is happening when I create a new material. Thinking back, the material created instantly and the slowdown didn't occur until after I finished typing in the name and pressed enter.

    Saving seems to be instantaneous now too, without any changes, so I am out of ideas. I'm wondering if it's after the scene reloads or something there is something happening in the background that isn't made apparent until an actual save is forced to happen and then Unity is like "hold up, I'm still doing this other thing still"?

    I just want to reiterate that despite it being instant sometimes there are times when it repeatedly takes a significant amount of time and I think that disparity can be frustrating without knowing why and is also why it's hard to make a bug report or reproduction steps for this since it seems to come and go without any clear pattern

    Edit2: Not 20m after my first edit I'm getting "Asset database transaction committed twice!" and "Assertion failed on expression: 'm_ErrorCode == MDB_MAP_RESIZED || !HasAbortingErrors()'" errors repeatedly spamming (which I can weirdly still Play through). Want to know what I was doing? Setting up an Animator for a new model. Assumingly nothing related to what I was doing. I have no idea how to fix these types of things popping up. The only solution I found on the internet to solve this is to reopen Unity (which does work, but this has become my normal Unity workflow)
     

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    Last edited: Sep 17, 2021
    idavida and Jes28 like this.
  50. idavida

    idavida

    Joined:
    Nov 12, 2012
    Posts:
    33
    Just chiming in to say that a thread that 500 posts long with multiple logs and videos showing that this is a thing - really makes it a thing. Im sure Unity-devs are on it, but yeah. Its been a while