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Scene loaded with addressables works extremely slow

Discussion in 'Addressables' started by unity_OSeBXw9aivkTJg, Jan 16, 2021.

  1. unity_OSeBXw9aivkTJg

    unity_OSeBXw9aivkTJg

    Joined:
    Jul 8, 2019
    Posts:
    19
    Hey everyone. We are trying to migrate our scenes to addressable system so we can reduce the size of our APK. We want a couple of levels to remain locally, and others to be downloaded through CDN.

    I have marked all the scenes as addressables and grouped the ones that should remain in build in one group with local build and load path, and created a second group for the ones that should be downloaded, and set the remote load and build path. All the addressable scenes are removed from the build settings.

    After the build, I have uploaded the bundles for the scenes that should be downloaded to our CDN.

    The issue is that when I load the first scene in the game(the local one) with
    Addressables.LoadSceneAsync it just works terribly - it takes a lot of time to load, after it loads, it gets completely stuck from time to time, and once it is not stuck, the FPS is terrible. The same happens for scenes that should be downloaded remotely - I am first downloading content with
    Addressables.DownloadDependenciesAsync - which looks ok - I can see the progress, and the operation completes, but when I launch the scene, it works as horrible as the local scenes.

    We are using Unity 2020.1.9f1, Addressables 1.8.5 and Universal Render Pipeline 8.2.0.
     
  2. unity_OSeBXw9aivkTJg

    unity_OSeBXw9aivkTJg

    Joined:
    Jul 8, 2019
    Posts:
    19
    This was caused by "Send Profiler Events" option.
     
    won-gyu likes this.
  3. won-gyu

    won-gyu

    Joined:
    Mar 23, 2018
    Posts:
    25
    Thanks! You are a life saver