Custom OnPostprocessAllAssets Calls Running at Editor Start Up when no Assets have Been Imported

Hello all,

As the thread title says, I’m seeing a very curious/frustrating case of my Unity project getting into a state where my custom AssetPostprocessors, in this particular case, the OnPostprocessAllAssets calls, running at the start up of the Editor every time I open it. When I look at the Editor.log file, it shows that no assets have been imported (as in, there is no logging indicating an asset has been imported). However, when I attach a debugger and break into one of my calls, it shows the importedAssets array size to be every asset in the entire project. This is the last bit of Editor.log output just before the calls begin:

Mono: successfully reloaded assembly

  • Completed reload, in 5.524 seconds
    Platform modules already initialized, skipping
    RefreshInfo: InitialScriptRefreshV2(NoUpdateAssetOptions)
    RefreshProfiler: Total: 14879.112ms
    InvokeBeforeRefreshCallbacks: 4.076ms
    ApplyChangesToAssetFolders: 0.287ms
    WriteModifiedImportersToTextMetaFiles: 0.000ms
    CleanLegacyArtifacts: 0.000ms
    Scan: 494.915ms
    OnSourceAssetsModified: 0.000ms
    UnregisterDeletedAssets: 0.000ms
    InitializeImportedAssetsSnapshot: 1.095ms
    GetAllGuidsForCategorization: 1.890ms
    CategorizeAssets: 2895.065ms
    ImportAndPostprocessOutOfDateAssets: 11424.592ms (11389.035ms without children)
    ImportManagerImport: 0.000ms (0.000ms without children)
    ImportInProcess: 0.000ms
    ImportOutOfProcess: 0.000ms
    UpdateCategorizedAssets: 0.000ms
    RemoteAssetCacheGetArtifact: 0.000ms (0.000ms without children)
    RemoteAssetCacheResolve: 0.000ms
    RemoteAssetCacheDownloadFile: 0.000ms
    CompileScripts: 0.000ms
    PostProcessAllAssets: 0.001ms
    ReloadImportedAssets: 0.000ms
    VerifyAssetsAreUpToDateAndCorrect: 0.000ms
    EnsureUptoDateAssetsAreRegisteredWithGuidPM: 3.450ms
    InitializingProgressBar: 27.775ms
    PostProcessAllAssetNotificationsAddChangedAssets: 1.562ms
    OnDemandSchedulerStart: 0.000ms
    RestoreLoadedAssetsState: 2.769ms
    InvokeProjectHasChanged: 0.000ms
    UpdateImportedAssetsSnapshot: 0.000ms
    ReloadSourceAssets: 2.815ms
    UnloadImportedAssets: 0.035ms
    Hotreload: 0.707ms
    FixTempGuids: 0.007ms
    VerifyGuidPMRegistrations: 0.000ms
    GatherAllCurrentPrimaryArtifactRevisions: 0.000ms
    UnloadStreamsBegin: 2.669ms
    LoadedImportedAssetsSnapshotReleaseGCHandles: 0.048ms
    GetLoadedSourceAssetsSnapshot: 3.098ms
    PersistCurrentRevisions: 0.000ms
    UnloadStreamsEnd: 35.042ms
    GenerateScriptTypeHashes: 0.334ms
    Untracked: 12.768ms
    Detected possible issues with the DeltaDNA SDK configuration. Please run ‘DeltaDNA → Health Check SDK’ for more details.
    UnityEngine.StackTraceUtility:ExtractStackTrace () (at /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs:37)
    UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[ ])
    UnityEngine.Logger:Log (UnityEngine.LogType,object)
    UnityEngine.Debug:LogWarning (object)
    DeltaDNA.Editor.SdkChecker/<>c:<.cctor>b__2_0 (object,System.Timers.ElapsedEventArgs) (at Assets/DeltaDNA/Editor/SdkChecker.cs:36)
    System.Timers.Timer:MyTimerCallback (object)
    System.Threading.Timer/Scheduler:TimerCB (object)
    System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
    System.Threading.ThreadPoolWorkQueue:smile:ispatch ()
    System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()

(Filename: /Users/bokken/buildslave/unity/build/Runtime/Export/Scripting/StackTrace.cs Line: 37)

The rest of the logging before it is just the usual start up info, namely the Package Resolve. It almost jumps straight into the AssetPostprocessor once that is done.

Several members of my team have experienced this issue as well. I’m currently on 2019.4.21, however my other team members are on 2019.4.13. The only way to fix this issue is to delete the Library folder, or to be more specific, the Artifacts folder/DB, as that forces the entire project to be reimported again. After that reimport is complete, the issue goes away with successive re-opens of the project.

Has anyone else been experiencing similar issues to this? I would love to try and create a minimal project to report the bug, but finding time to recreate it would prove difficult. Hoping someone from Unity can check the source to discover what other reasons could trigger the calls other than an import.

1 Like

Bumping this up for greater visibility.

Bumping up again.

People on my team are still getting this issue from time to time. Bumping up again, to see if I can trigger a response.

same as you