Extreme load times for a scene without much content

Hey guys.
So Im working on a new map for our game. Its a 512x512 meter terrain. So far I have only added point of interests etc to be able to gameplay test it with players. It takes forever to load the level. (Both to load it into editor and when playing game, but its alot slower when loading the scene when playing)

I have Gaia and easyroads in the scene, is it possible these slow down loading times? Also I have a very modular warehouse kit so its alot of gameobjects in the scene but each one is very basic

Can I somehow debug why it loads so slow?

Here is the map

Its just the basics laid out for now
The houses are very modular, but also few materials

The house on the screenshot above has 307 transforms

loading complex meshes (from cad models) used to be extremely slow…
so i’d try loading without those buildings first, or without terrain if its very high resolution.

are you using lots of materials, high resolution textures, or substances?

you can try Window/Profiler, if can see anything there.

also can check console window or output.log if there are any messages, that would cause big slow down if log messages get spammed…

Most meshes are very simple not many triangles, the terrain is 512x512 with a 1025 map. Not many materials either, some 4k though. No spamming in the log.

Will try to disable the terrain and see if it speeds things up but a 512x512 terrain seems like a no match for a modern engine?

can also check from editor.log that how big the files are (after building it outputs there, sorted by size)

The amount of objects in a scene dictate how long it takes to open and save a scene, as well as entering and leaving playmode.

Performance does not scale linearly when using more than a few objects in the editor:
https://discussions.unity.com/t/649776

According to my tests, this issue exists in the editor only.

Using the Unity Profiler isn’t doing the trick?

If you load multiple scenes in parallel, try to see if it improves loading time when you don’t do that. I thought I could optimize loading by doing that, loading a few scenes in parallel, but it was several seconds slower than loading one scene after another.

@Peter77 I did some testing

Our new slow scene has 2183 active transforms, it takes 43 seconds to load it using LoadAsync from our actual game code. Our next slowest map takes 18 seconds which is within a acceptabel time frame i think. It has 6026 active transforms. This is when its built and played stand alone btw.

When loading the scenes in editor mode our slow map takes 18 seconds and the other one 6 seconds

I cant find anything useful in the profiler while loading the map. I recorded the a video

Any chance you did set Application.backgroundLoadingPriority to a rather low priority? I’d also look at the profiler samples in more detail.

Thanks for reply, the scene with 6k objects is faster than the 2k one so regardless of background prio something is strange with that scene?

maybe could split the scene into smaller scenes or prefabs, then load them incrementally in…

i had like 5-10 minutes load time for one scene with complex cad model (that was in unity 4.x i think)…

The scene is extremely simple when it comes to geomentry and prefabs. 2183 transforms shouldnt be a problem? I have another scene with 6k transforms and alot more prefabs that loads way faster (It does not contain a terrain).
I will try to remove the terrain and see if its that. 512x512 terrain with a 1025x1025 map shouldnt be a problem right?