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Resolved PlasticSCM.Editor.UI takes 9000+ ms on entering play mode

Discussion in 'Editor & General Support' started by svenvanh, May 16, 2023.

  1. svenvanh

    svenvanh

    Joined:
    Nov 29, 2019
    Posts:
    51
    Hi, when playing my game in editor mode it takes a while before I can actually click anywhere in the game or in the editor.
    I understand that when entering play mode it needs to reload all the script but looking at the profiler it seems like it's something else.
    EditorApplication.Update: Unity.PlasticSCM.Editor.UI.CooldownWindowDelayer.OnUpdate
    takes about 9000ms
    upload_2023-5-16_17-33-35.png

    Is there a solution to this? I don't use plastic SCM, can I just disable it somewhere?

    I'm using Unity 2021.3.25f1
    I also don't think it's my specs since I have a pretty decent PC. But I'll list the important specs anyway:
    CPU: i7-11700k @ 3.60GHZ
    Ram: 32GB 2400MHz
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,697
    Yes, get rid of it.

    Extra unwanted packages in new projects (collab, testing, rider and other junk):

    https://forum.unity.com/threads/temp-unityengine-testrunner-dll-error.1133938/#post-7287748

    About the fastest way I have found to make a project and avoid all this noise is to create the project, then as soon as you see the files appear, FORCE-STOP (hard-kill) Unity (with the Activity Manager or Task Manager), then go hand-edit the Packages/manifest.json file as outlined in the above post, then reopen Unity.

    Sometimes the package system gets borked from all this unnecessary churn and requires the package cache to be cleared:

    https://stackoverflow.com/questions/53145919/unity3d-package-cache-errors/69779122

    But you SHOULD be using proper source control. Here's how:

    PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL

    I'm sorry you've had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

    Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

    You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

    As far as configuring Unity to play nice with git, keep this in mind:

    https://forum.unity.com/threads/prefab-links-keep-getting-dumped-on-git-pull.646600/#post-7142306

    I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.

    Here is how I use git in one of my games, Jetpack Kurt:

    https://forum.unity.com/threads/2-steps-backwards.965048/#post-6282497

    Using fine-grained source control as you work to refine your engineering:

    https://forum.unity.com/threads/whe...grammer-example-in-text.1048739/#post-6783740

    Share/Sharing source code between projects:

    https://forum.unity.com/threads/your-techniques-to-share-code-between-projects.575959/#post-3835837

    Setting up an appropriate .gitignore file for Unity3D:

    https://forum.unity.com/threads/removing-il2cpp_cache-from-project.1084607/#post-6997067

    Generally the ONLY folders you should ever source control are:

    Assets/
    ProjectSettings/
    Packages/

    NEVER source control Library/ or Temp/ or Logs/
    NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)

    Setting git up with Unity (includes above .gitignore concepts):

    https://thoughtbot.com/blog/how-to-git-with-unity

    It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

    If you plan on joining the software industry, you will be required and expected to know how to use source control.

    "Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards
     
  3. svenvanh

    svenvanh

    Joined:
    Nov 29, 2019
    Posts:
    51
    Thanks @Kurt-Dekker
    editing manifest.json did it for me!
    Game now starts within 1-2 seconds.