Loading Async Scenes causes spike: BuildPipelineInterfaces.InitializeBuildCallbacks()

Hello friends

I’ve been having a huge amount of trouble with loading scenes, using Async. Every time a scene is loaded, it causes a massive spike (200fps → 50fps). These scenes only have a single plane mesh in them.

BuildPipelineInterfaces.InitializeBuildCallbacks() seems to take the blame, causing a HUGE spike.


Note that I am loading several scenes at this time… around 8, one after the other (I have a coroutine that loads each one after the other has loaded). I have also of course tried loading them all at once, still with Async. Neither of these have changed the outcome.

I am at my wits end here. It simply makes no sense - the only object in each scene is a single plane. I had this problem when I had some terrains, but even after removing every single object but a plane, this still happens.

Any help or thoughts would be appreciated.

Josh

Are you seeing that same spike for that same method on a built-out application, i.e., not in the editor?

I would suspect that class simply does not exist in built-out apps, either PC or mobile or console, so the problem would go away…

Sadly, I am. :frowning:

Isn’t BuildPipelineInterfaces part of the UnityEditor namespace? That is surprising it’d show up in the standalone build…

Alright, I stand corrected. This was happening in builds before… I swear xD
BUT I updated to 2017.2 and it looks like in a build this problem goes away!

I am so happy :slight_smile:

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