I’ve started seeing the importing assets dialog ever time i make a change to a prefab in the editor.
It pops up for only a split second but it’s enough to seriously disrupt workflow as it interrupts mouse clicks and freezes the editor for a half second. As it popups up with EVERY edit you can imagine it’s really annoying.
Anyone else seen this? what might be making it happen? Is there a way I can catch it in the debugger to see what’s making the assets reimport when I make any changes?
This also happens when I’m in visual studio and I save a file, Unity triggers a reimport and the unity icon starts bouncing around in the Doc. I’m pretty sure it never use to do that either.
MacOS
Asset pipeline V2
Unity 219.3.6f1
Update:
Using Asset Pipeline v1 stops the dialog from popping up. But there is still a noticeable delay when making simple changes in a prefab.
Also happens in 2019.3.10f1
Happens with Preferences → Auto Refresh - set on or off.
I’m getting this exact issue too. Only started noticing it recently (Im on 2019.3.12f1 on a mac). I’m not using any plugins except for Playmaker in case thats relavent. My prefabs aren’t overly complicated or large in file size. Split second dialogue box appears which disrupts all input. Any solutions would be very helpful!
I found that you can turn off autosave (top right of the scene view) and that solves it when you’re in prefab edit mode but the problem still persists if you edit prefabs when selected in the project view or when changing other things like project settings.
I’m not using playmaker so that’s not the culprit
Ahh thanks that totally solved it for me. (I was only editing prefabs by clicking the > next to them. Much appreciated!
Yeah, it’s a workaround, it use to not be a problem to have autosave on.
Hey, are you able to log a bug? I logged one but Unity QA have dismissed it saying my project is large and therefore will be slow.
A) My project is a 50MB mobile game
B) My projects have been much larger and worked fine before
C) the more assets in the project (I imported from the asset store) the slower it becomes even though I’m still only editing one asset at a time.
To me this is a massive bug and a huge problem. If you could also log it maybe QA will listen.
Thanks.
More info:
Here’s a screenshot from the profiler to show what’s going on. This happens when I make any change to any asset from the inspector. In this instance each character i type into the ‘identifier’ field in the mobile notification settings asset the editor reimports all assets.
Hmm upon closer inspection, it’s googles fault that it’s slow but it’s unity that’s calling reimport all in the first place.

Disable google version management in the version handler settings.

[QUOTE=Disable google version management in the version handler settings.[/QUOTE]
This did not work for me.[/QUOTE]
Seeing the same issue, and looking at the Editor log:
Registering precompiled user dll's ...
Registered in 0.017142 seconds.
Start importing Assets/somePrefab.prefab using Guid(09820abc32611a849b45560beee595e8) Importer(-1,00000000000000000000000000000000) -> (artifact id: 'd86859fa83c79ed2c1d2bf793890f244') in 0.044770 seconds
Start importing Assets/someOtherPremfab.prefab using Guid(ef1f91f465522114fbcd83bf2e8d092c) Importer(-1,00000000000000000000000000000000) -> (artifact id: 'f534e1ac3cfc0674de702c2638a3ca87') in 0.303548 seconds
Start importing Assets/anotherPrefab.prefab using Guid(3782baa0efd271949b5be5e0b83d4de2) Importer(-1,00000000000000000000000000000000) -> (artifact id: '692cfa0e2c04e2e35c293d4d6f47e1cd') in 0.301391 seconds
Refreshing native plugins compatible for Editor in 2.44 ms, found 1 plugins.
Preloading 0 native plugins for Editor in 0.00 ms.
Asset Pipeline Refresh: Total: 2.741 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
Summary:
Imports: total=3 (actual=3, local cache=0, cache server=0)
Asset DB Process Time: managed=0 ms, native=1141 ms
Asset DB Callback time: managed=155 ms, native=1444 ms
Scripting: domain reloads=0, domain reload time=0 ms, compile time=0 ms, other=0 ms
Project Asset Count: scripts=7864, non-scripts=3784
Asset File Changes: new=0, changed=1, moved=0, deleted=0
Scan Filter Count: 5
InvokeBeforeRefreshCallbacks: 0.000ms
ApplyChangesToAssetFolders: 0.069ms
Scan: 4.162ms
OnSourceAssetsModified: 0.072ms
InitializeImportedAssetsSnapshot: 103.608ms
GetAllGuidsForCategorization: 0.536ms
CategorizeAssets: 7.504ms
ImportOutOfDateAssets: 1053.733ms (-214.575ms without children)
ImportManagerImport: 1020.320ms (367.459ms without children)
ImportInProcess: 652.714ms
UpdateCategorizedAssets: 0.147ms
ReloadImportedAssets: 245.031ms
EnsureUptoDateAssetsAreRegisteredWithGuidPM: 1.564ms
InitializingProgressBar: 0.003ms
PostProcessAllAssetNotificationsAddChangedAssets: 0.867ms
OnDemandSchedulerStart: 0.524ms
ReloadSourceAssets: 9.559ms
UnloadImportedAssets: 20.439ms
PostProcessAllAssets: 165.351ms
Hotreload: 1433.844ms
GatherAllCurrentPrimaryArtifactRevisions: 0.488ms
UnloadStreamsBegin: 0.108ms
LoadedImportedAssetsSnapshotReleaseGCHandles: 3.986ms
GetLoadedSourceAssetsIDs: 17.071ms
GetLoadedSourceAssetsSnapshot: 10.439ms
PersistCurrentRevisions: 0.421ms
UnloadStreamsEnd: 0.039ms
Untracked: 75.163ms
Asset Pipeline Refresh: Total: 0.005 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
Asset Pipeline Refresh: Total: 0.005 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
It seems to trigger becasue sof somethingto do with DLL’s. Wish it gave more information
Bringing this up again as I have this issue and can’t find a solution. When I edit a prefab, for every change I make, the project refreshes for a split second. This makes it so that the input field I was editing will unfocus and I have to click it again for every single change I do. This makes it awful slow to enter text, as the prefab updates for every single letter.
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+1 to this. The loading just appeared from nowhere
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