Getting very long playmode entry times with 2019.3.0f4. The time does not seem to be affected by what’s in the scene, i.e. an empty scene takes the same 20-30 seconds as a populated scene.
I have tried removing all scenes from the Build Settings, but there has been no improvement.
The only 3rd party assets I am using are Easy Save 2/3.
As you can see, there’s a 1.8GB GC Allocation for Reload Assemblies, which is ridiculous.
This isn’t even entering play mode, just saving a single script.
An observation that I’ve made is that the Library folder for the project is ~1.83GB, so it’s almost like the whole library is being loaded every time a script is saved or play mode is entered.
I’ve also tried to do a Reimport All along with a deletion of the Library folder but no luck.
Although this doesn’t seem to be an issue with 2019.3.0f4, as the issue was present with 2019.3.0f3 and I simply updated the project to f4 to see if the issue would be resolved.
If your computer is overheating in play mode it will usually be because vsync wasn’t enabled. You can turn that on or off in the game view for editor.
This means it will always happen unless you do that because it simply means it’s allowed to go as fast as it can which = heat as you know. You can control that though.
Hmm, I hadn’t thought about that. VSync is disabled by default in 2019.3? I’m installing 0f4 right now; I’ll give it a try and see what happens. Thanks for the advice.
Well, that was fast. I enabled vsync and tried my game. Entering play mode didn’t take long because my game starts on a scene that contains only a ui where I must find a character, it’s a very small scene.
i almost have same issues as yours… when i edit scripts then unity tries to update it in the project… or go into play mode… i keep getting loading icon… and it takes so long that sometimes never complete… or unity crash randomly… i just removed an asset i think it might be the culprit for my issues… which is an asset by unity called “Settings manager”…
am still observing if it is indeed the main cause… but so far unity performs much better…
My solution to this issue was to load an old version of the project in which the issue wasn’t present, and literally replace the asset folder with the current asset folder from the affected project…
From what I can gather, this means that the issue must lie within Unity itself, as it is clearly not caused by the assets in my project. Perhaps something is bugged in Project Settings or something.
Perhaps, however I did try at one point to delete all folders other than Assets and Project Settings and let Unity regenerate the other project folders (Library, etc.), but the issue was still present. This is what leads me to think that Project Settings may be the culprit.
@ShockpointGames RestoreManagedReferenced is where deserialization of MonoBehaviours/ScriptableObjects happens.
If you expand that node can you recognize any of scripts or packages?