I keep getting this warning message in the console, “[Worker0] Performance warning: There are more than 100 preview scenes. There might be code not releasing the preview scene after creating it.” Does anyone know where to start looking to resolve this? I comes along with another warning, “[Worker0] Unable to allocate new scene culling mask”.
Clearing it’s telling me something is not getting deallocated when running/stopping playing in the editor. I just have no idea how to hunt this down.
me too, and this happened when I updated my Engine to 2021.1
the full message i get is like this:
[Worker1] Performance warning. There are more than 100 preview scenes. There might be code not releasing the preview scene after creating it.
By looking at the logs, it seems to be some process that try to generate all asset previews. Are you using any 3rdparty library that could be doing when you open your project?
Same issue here, causing all asset previews to disappear. Pretty annoying to navigate in the project windows without them.
I have many 3rd party libs, Odin, ProBuilder, Dotween … Hard to tell, I’ve used them for a long time in every projects
I fixed one issue that was causing this when indexing assets using Quick Search. The fix should be available in 2021.2 and com.unity.quicksearch@3.0.0-preview.11 in the following weeks.
But in your case I am not sure if the warnings are triggered by the same system.
Thanks for your reactivity!
I indeed suspect the warnings to be triggered by a third party plugin but they disappeared and I cannot reproduce the bug now
Same problem here. I’m using visual scripting and 2d packages just from unity registry, no third party packages. The error often happens when I’m duplicating prefabs. Or crating new ones form hierarchy. (simple prefabs just empty object as container with one child object (sprite). hmm
It is probably a hidden folder. You can see it via the terminal if you type in “ls -la”, but if you don’t know how to navigate in terminals, then google says: “A quick and easy way to find secret files within a folder is to open the Finder and press Command + Shift + . (full stop/period)”.
I solved the problem just by caching the “Temporary” scene and resetting it when it needs to be used again by removing all objects except the camera and light. By pooling the scene this way, I’m not destroying and creating scenes and only ever use one. I haven’t noticed any negative impacts on performance to generate thumbnail previews.
This isn’t a solution imo because destroying or closing the scene should remove it completely so that if you create another then you’re back up to the same number as was used before when you had created the first one, but it seems that destroying the scene doesn’t actually destroy it like it’s supposed to, it just invalidates it so that the methods that depend on an initialized scene don’t work anymore.
Unless we’re all doing something wrong in how we “destroy” it? But so far I’ve not seen anything in the documentation that indicates that.