Sometimes just starting Unity causes “Reload Script Assemblies” to start, and never finish. Right now as I’m typing this it says “Reload Script Assemblies (busy for 17:00)…”.
I just installed Unity last night, 2020.2.3f1. The “Reload Script Assemblies” problem was noticed the very first time I ran it. I clicked “Play” on the default empty canvas and it started “Reload Script Assemblies” before I even changed anything, I had to end it in task manager.
Today, I updated to 2020.2.4f1. Made a new project, added a script that changes text when a key is pressed, but didn’t even have to hit “Play” for it to “Reload Script Assemblies” and hang. Attached is an image showing task manager as well as the Unity interface.
What do I have to do to get this program to work?
My pc specs if you want them:
(All components are default)
Ryzen 7 3700x
2x8gb 3600 cl16 ram
AMD RX 5700 GPU
And Unity is installed on (and projects are located on): WD Black NVMe M2 2280 1TB SSD
What I have tried so far:
Restarting computer
Uninstalling/Reinstalling
Updating Unity
Changing install location, as well as project save location.
Monodevelop - Visual studio(problem persists in both)
Also, when Unity does work, and allow me to make a single change, it still “Reload Script Assemblies” after every change I make. Whether it’s in visual studio, or in Unity itself.
Add Gameobject - 30 seconds of “Reload Script Assemblies”
Change size of Gameobject - 30 seconds of “Reload Script Assemblies”
Literally do anything - 30 seconds of “Reload Script Assemblies”
But as I said in the title >50% of the time, “Reload Script Assemblies” makes Unity Stop Responding.
I can’t even save my scene fast enough to not lose what I’m doing because “Reload Script Assemblies” starts so fast after changing anything.
Please help
I’m adding a Poll as well to see if this is a frequent occurrence for many users or just me since I have been unable to find any information about this except from a post from 2 years ago which got 0 replies.
I tried downgrading as well but lost a bunch of data so had to go back to the new version. Waiting up to a minute every time you leave Visual Studio is a major bug that costs tons of lost time…
I did just get the fallowing error after recompile took 5 minutes.
An infinite import loop has been detected. The following Assets were imported multiple times, but no changes to them have been detected. Please check if any custom code is trying to import them:
unity made ones from the package manager will show up in Packages/manifest.json, and then any unity asset store ones if installed through package manager I am not sure(pretty sure you will just have to look through folders/plugins folder to find the names).
I encounter this in 2021.1.13 and later A LOT recently. Really caused me some lost work because this reloading assemblies dialog cannot be cancelled, so tough luck if you didn’t save your scene when unity decides this.
Sometimes it does it again and again, sometimes it never stops. (normal time is a few seconds).
I suspect it’s got something to do with Rider, maybe.
But I also got tremendous issues with the search field now, which gives me annoying cascading “busy” progressbar dialogs, too, often diminishing editor interactivity until I clear my search query.
This is happening with me as well-- I’ve noticed it reloads assemblies whenever I move an object in the editor or change any serialized property. Also sometimes when I’m just startdrag an object from the hierarchy.
I’m using Jetbrains Rider as well. One notable thing about my setup is that I have my main code in a designated “Source” file with it’s own assembly. I’m not intimately acquainted w/ either software but I’m wondering:
Is it Rider which is initiating assembly reload events? Is there a way to tell where an assembly reload event was invoked?
If the above, I wonder if there’s a way we could profile Rider to see if something is incorrectly configured.
I would be interested if any of you are also using Rider or have your code scoped into an .asmdef
You can use the profiler in the editor (for editor), maybe something would show up there.
I never had this issue in 2019. 2020 onward is the problem I think.
One thing I recently realized is that the editor performance has a lot to do with the read/write speed of your disk too (and not having too low space). I recently moved my project to a faster drive (that is not C:\ so it is not constantly accessed by other programs) and things improved.
What we need is a cancel button. This is not a solution perse but at least we won’t lose work.
Just to add to the noise, I’m also seeing this pretty constantly in 2021.1.16f1. I’ve been seeing it since at least 2021.x.x, but I skipped over most of 2020, so could have been there as well.
I hate dropping back to 2019, but this is costing me time.
As far as drives are concerned, I’m running on an SSD, with 180GB to spare.
I’m getting “reload script assemblies” every time a line of change is made in the code and I return to the Editor. It never used to do this in previous Unities. (2020.3.15f2)
I waste about 30 mins on a good day dealing with unity editor issues. I don’t know who’s idea it was to put these bars that prevent any input without having a cancel button. Because when the never end and you haven’t saved the scene, you lose everything up to that point.
Any progress with this issue? In the last update, everytime I click play event without changing a single line in the scripts I loose a lot of time looking a progress bar… hold on busy… reloading assemblies…
In my case, it seems to be a problem caused by some configuration error caused by the DOTween pro asset, and deleting the asset stops the problem from ever happening again.
Recently I switched my work machine from windows to mac, and I also updated the project from 2019 to 2020. When I first open the project in the 2020 editor, I got a lot of error messages, but I naively dismiss it. (There seems to be some error regarding script assemblies - but I didn’t pay much attention)
Since then, the error messages no longer appears, but I also get into the constant ‘reload script assembly’ and hanging problem. I finally decided to perform a clean git clone (i.e. delete libaray, obj and package cache folders), and the error messages related to script assemblies show up again. I forget what the exact error is (I don’t have the time to reproduce the problem, sorry), but it has something to do with DOTween Pro and script assemblies. Since we are in a crunch, and we don’t really need to use DOTween pro, we simply deleted the asset and the problems disappear.
In case someone else also have the same problem on their existing projects, try to perform a clean clone and pay attention to the error messages that shows on first import. It may provide hints on what causes it.