Prefabs are reimporting every time a code change is made

Since updating to 2019.4.4 we have been having an issue where any code change results in tons of prefabs reimporting. This has slowed us down immensely as it takes a few minutes to do this.

You can literally just add a comment to any script, save, and click back on the editor. And it will reimport hundreds of prefabs for no reason.

I have looked into which prefabs it is reimporting and which it isn’t. The only common thread I can tell is

  1. All the prefabs that reimport have several sub objects inside them with 3D geometry
  2. Prefabs that were imported directly from FBX do not reimport
  3. Prefabs that have no 3D geometry at all do not reimport.

I’ve used OnPreprocessAsset in order to see what information I can get about this, but beyond getting a list of the assets being imported I can’t see anything useful in there.

This is what is in the editor log:

[MODES] Loading mode Default (0) for mode-current-id-GameName
Mono: successfully reloaded assembly

  • Completed reload, in 6.276 seconds
    Platform modules already initialized, skipping
    Start importing Assets/Content/Asset1.prefab using Guid(936b5ce92c8989446a91ca27a4f6cc37) Importer(-1,00000000000000000000000000000000)
    Done importing asset: ‘Assets/Content/Asset1.prefab’ (target hash: ‘98681aa5cc104a34a05a26eae22a3ee0’) in 0.114920 seconds
    Start importing Assets/Content/Asset2.prefab using Guid(936b5ce92c8989446a91ca27a4f6cc37) Importer(-1,00000000000000000000000000000000)
    Done importing asset: ‘Assets/Content/Asset2.prefab’ (target hash: ‘98681aa5cc104a34a05a26eae22a3ee0’) in 0.114920 seconds

And then hundreds more similar lines for each prefab it reimports.

What is causing this? How can I fix it? Having the team wait minutes after each code change is killing us.

4 Likes

I have managed to fix this issue for now by reverting to Asset Database version 1. So whatever the problem is, going to Asset Database v2 is what caused it. As version 1 is deprecated, this isn’t a great long term solution, as it may prevent us from upgrading the editor in future.

1 Like

Bumping for justice. I’ve seen a few other people who have this issue. Is anyone aware of a fix that will allow us to move to asset database v2 without getting the constant reimports?

We are also experiencing this exact issue. It is crippling to development. Our logs look identical it just tells us the importing is happening.

1 Like

Switching to v1 asset database resolved this issue for us.

Hi @L42yB_1 ,

A while ago we introduced a change which had to do with fixing a particular pain point where Scripts belonging to prefabs were not reimporting the prefabs needed, which had to do a lot with missing references:

** Forum post for Addressing issues with missing references **

However, that should only trigger Prefab re-imports when code a Prefab depends on is changed.

Say you have Prefab A, and it has Script B as a component.
Changing B should re-import the Prefab.
However, changing another Script, such as Script C should NOT re-import the prefab. Is this what you’re seeing? That Scripts that have nothing to do with a prefab are re-importing all the prefabs?

If you have the Editor.Log we can have a look at it and try to reason why other Prefabs are getting imported.

We have also been seeing prefab assets being continually reimported since switching to asset pipeline v2 (2019.4.4+)
In the case of our Unity Cloud builds, some prefabs are being reimported twice during a single build each with different target hash values.

1173: [Unity] Done importing asset: ‘Assets/Lot_BU_D1_W1_CI_CityHall.prefab’ (target hash: ‘3c1d9d6776446e0a2da805e6ed56c641’) in 0.020791 seconds
40606: [Unity] Done importing asset: ‘Assets/Lot_BU_D1_W1_CI_CityHall.prefab’ (target hash: ‘d20d98ba8a43d4a24aa3dc056d88ce63’) in 0.019573 seconds

after switching back to asset pipeline v1 the Unity cloud builds are no longer reimporting these assets, this is the only log output for the same prefab

792: [Unity] ----- Asset named Assets/Lot_BU_D1_W1_CI_CityHall.prefab is skipped as no actual change.

1 Like

Yes, literally making any code change to any script results in hundreds of prefabs being reimported every single time on Asset Database v2.

I’ve attached the Editor.log file of this happening. In this test, I started the editor, made a very small code change (removing a Debug.Log()) and clicked back on the editor. And again, hundreds of assets reimported which you can see in the log. Please let me know if you have a fix for this. We are currently on 2019.4.8f1.

6337185–703764–Editor.zip (59.9 KB)

@Unity_Javier Tagging you so you can see the above response

This is also happening for us in 2019.4.10f1.
Every time scripts change all prefabs are reimported in the same way as the logs above.
Any news on this? It is a productivity killer

Hi guys, apologies for the delayed response.

@L42yB_1 I can see from the log you supplied that you modify a C# script called
Choreographer_MessageHandler.cs and then the import completes, and it looks like an Asynchronous Compilation is kicked off (I can see that because Begin MonoManager ReloadAssembly appears after the RefreshProfiler outputs its data).

Then some log messages about switching region and network manager enabled come up, and finally the prefabs start getting imported.

Can I just ask, can you run this snippet in your project and tell me what it outputs?

    [MenuItem("AssetDatabase/PrintPrefabDependencies")]
    public static void PrintPrefabDependencies()
    {
        var assetPath = "Assets/Resources/GUI/GeneratedCards/AbilityCards/Cragheart 141 - Brutal Momentum.prefab";
        var dependencies = AssetDatabase.GetDependencies(assetPath);
      
        StringBuilder dependencyString = new StringBuilder();
        dependencyString.Append($"Dependencies for {assetPath}");
        dependencyString.AppendLine();
      
        foreach (var curDep in dependencies)
        {
            dependencyString.Append(curDep);
            dependencyString.AppendLine();
        }

        Debug.Log(dependencyString.ToString());
    }

If Choreographer_MessageHandler.cs then I would expect that the Prefab at hand does get re-imported, as it is dependent on that script.

@Unity_Javier

I have pasted the output below. The Choreographer_MessageHandler is definitely not a dependent script, that is our message processing script.

Also, it doesn’t matter what script I change, all those prefabs are reimported every time on any script.

This also only happens on Asset Database V2. On Asset Database V1, there is no problem.

Here is the output:

Dependencies for Assets/Resources/GUI/GeneratedCards/AbilityCards/Cragheart 141 - Brutal Momentum.prefab
Assets/Content/GUI/AbilityCardIcons/ConsumeEarth_Icon_Highlight.png
Assets/ThirdParty/Beautify/Resources/Textures/flareNoise.png
Assets/Content/VFX/GUI/Materials/GUI_Shine_Sphere_Add_Shd.shader
Assets/Content/VFX/GUI/Materials/GUI_MiniCardEffect.mat
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Background.png
Assets/Script/VFX/MiniCardEffects.cs
Assets/Content/GUI/AbilityCardIcons/Ice.png
Assets/Content/GUI/AbilityCardIcons/Poison.png
Assets/Script/GUI/Ability Card/EnhancementButton.cs
Assets/Script/GUI/Ability Card/FullAbilityCard.cs
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_LeftDefault_Highlighted.png
Assets/Content/GUI/AbilityCardIcons/CreateAir_Highlight.png
Assets/Content/VFX/GUI/Materials/GUI_Shine_Sphere_Blend_Shd.shader
Assets/Script/VFX/CardEffects.cs
Assets/Content/GUI/AbilityCardIcons/ConsumeAir.png
Assets/Content/GUI/Masks/UIMask.png
Assets/Content/GUI/AbilityCardIcons/Light.png
Assets/Content/GUI/AbilityCardIcons/ConsumeLight_Icon_Highlight.png
Assets/Content/VFX/Common/Textures/T_Burn_Gradient.png
Assets/Content/VFX/GUI/Materials/GUI_Consumable_Fire_Bloom_Mat.mat
Assets/Content/GUI/AbilityCardIcons/ConsumeAir_Icon_Highlight.png
Assets/Content/VFX/GUI/Materials/GUI_CardEffect_Underneath_Mat.mat
Assets/Content/GUI/AbilityCardIcons/ConsumeIce_Icon_Highlight.png
Assets/Content/GUI/AbilityCardIcons/ConsumeDark.png
Packages/com.unity.ugui/Runtime/UI/Core/Image.cs
Assets/Content/VFX/Common/Textures/T_flowmap_outwards.png
Assets/Script/GUI/Additions/Raycast Filters/UIRectangularRaycastFilter.cs
Assets/Content/GUI/AbilityCardIcons/ConsumeIce.png
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Top_Highlighted.png
Packages/com.unity.ugui/Runtime/UI/Core/Layout/ContentSizeFitter.cs
Assets/Content/GUI/Ability Card Assets/Full/AC_Generic/AC_Generic_Buttons_Holder.png
Assets/Content/GUI/Ability Card Assets/DiscardedCard_Transforming.png
Packages/com.unity.ugui/Runtime/UI/Core/Layout/LayoutElement.cs
Assets/Content/GUI/AbilityCardIcons/Strengthen.png
Assets/Content/VFX/GUI/Materials/GUI_Initiative_Highlight_Sparks_Mat.mat
Assets/Content/GUI/AbilityCardIcons/ConsumeEarth.png
Assets/Script/GUI/Additions/UI/Tooltips/UITextTooltipTarget.cs
Assets/Script/GUI/Ability Card/MiniAbilityCard.cs
Assets/Content/VFX/Common/Textures/T_Noise_Spherical_Blur.png
Assets/Resources/GUI/AbilityLayout/TMP_AbilityCardSprites.asset
Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_SubMeshUI.cs
Assets/Content/GUI/AbilityCardIcons/Immobilize.png
Assets/Content/VFX/GUI/Materials/AbilityCard_Add_Shd.shader
Assets/Content/VFX/Common/Textures/T_Ring_Thick.png
Assets/ThirdParty/KriptoFX/Realistic Effects Pack v4/Textures/PerlinNoiseAlpha.png
Assets/Content/GUI/AbilityCardIcons/ConsumeLight.png
Assets/Content/GUI/AbilityCardIcons/CreateEarth_Highlight.png
Assets/Content/GUI/ElementInfusionBoard/multi.png
Assets/Content/GUI/AbilityCardIcons/Disarm.png
Assets/Script/GUI/Ability Card/UIElementHighlight.cs
Assets/Content/GUI/AbilityCardIcons/Fire.png
Assets/Content/VFX/GUI/Materials/GUI_FlexFrame_Shd.shader
Assets/Content/GUI/AbilityCardIcons/+1Enhancement.png
Assets/Resources/GUI/GeneratedCards/AbilityCards/Cragheart 141 - Brutal Momentum.prefab
Assets/Script/GUI/WorldspaceUI/AttackValueBreakdown.cs
Assets/Content/GUI/AbilityCardIcons/NoEnhancement.png
Assets/Script/GUI/Ability Card/ConsumeElement.cs
Assets/Content/VFX/Common/Textures/T_rect_frame_mask_card_wide.png
Assets/Script/GUI/Ability Card/MiniAbilityCardIndicator.cs
Assets/Content/GUI/AbilityCardIcons/ConsumeFire.png
Assets/Resources/GUI/Icons/Jump.png
Assets/Content/VFX/Common/Textures/T_disc_ring.png
Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_SpriteAsset.cs
Assets/Content/GUI/AbilityCardIcons/CreateDark_Highlight.png
Assets/Content/VFX/Common/Textures/Ring_Glow.png
Assets/Content/VFX/GUI/Materials/GUI_Consumable_Fire_Sparks_Mat.mat
Assets/Content/GUI/Ability Card Assets/Previews/Cragheart_ActiveAbility.png
Assets/Script/VFX/UIFX_MaterialFX_Control.cs
Assets/Script/GUI/GUIAnimation/LeanTween/LeanTweenGUIAnimator.cs
Assets/Script/GUI/Ability Card/InfuseElement.cs
Assets/Script/VFX/UIFX_Image_RectFormat.cs
Assets/Content/VFX/GUI/Materials/GUI_Consumable_Earth_Wave_Mat.mat
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_LeftDefault.png
Assets/Content/VFX/GUI/Materials/GUI_Bloomy_Sphere_Add_Shd.shader
Assets/Content/GUI/AbilityCardIcons/CreateLight_Highlight.png
Assets/Script/GUI/Ability Card/AbilityCardUI.cs
Assets/Content/VFX/Common/Textures/T_flowmap_outwards_spotty.png
Assets/Content/GUI/Ability Card Assets/Previews/AbilityCard_Mask.png
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Top_Selected.png
Assets/Content/GUI/Panel Assets/Panel_Arrow.png
Assets/Content/GUI/Ability Card Assets/Previews/Elementalist_ActiveAbility_Highlighted.png
Assets/Content/GUI/AbilityCardIcons/Air.png
Assets/Content/VFX/Common/Shaders/GUI_Smoke_Shd.shader
Assets/Content/GUI/AbilityCardIcons/Lost.png
Assets/Content/VFX/GUI/Materials/GUI_Consumable_Earth_Sparks_Mat.mat
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Top_Unavailable.png
Assets/Script/VFX/UIParticleSystem.cs
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Bottom_Highlighted.png
Assets/Content/VFX/GUI/Materials/GUI_Initiative_Highlight_Wave_Mat.mat
Assets/Resources/Fonts & Materials/MarcellusSC-Regular SDF.asset
Packages/com.unity.textmeshpro/Editor Resources/Gizmos/TMP - Font Asset Icon.psd
Packages/com.unity.ugui/Runtime/UI/Core/Button.cs
Packages/com.unity.ugui/Runtime/UI/Core/RawImage.cs
Assets/Content/VFX/Common/Textures/T_sphere_norm.png
Assets/Script/GUI/Buttons/TrackedButton.cs
Assets/Content/GUI/AbilityCardIcons/Round.png
Packages/com.unity.ugui/Runtime/UI/Core/Layout/VerticalLayoutGroup.cs
Assets/Content/GUI/Enchantment/AbilityCard_Glow.png
Assets/Resources/Fonts & Materials/Sarala-Regular SDF.asset
Assets/Content/VFX/GUI/Materials/GUI_CardEffect_Overlay_Mat.mat
Assets/Content/VFX/GUI/Materials/GUI_ConsumeButton_Frame_Highlight.mat
Assets/Content/GUI/AbilityCardIcons/PermanentlyLost.png
Assets/Content/GUI/AbilityCardIcons/Any.png
Assets/Content/GUI/AbilityCardIcons/Muddle.png
Assets/Script/GUI/Ability Card/FullAbilityCardAction.cs
Packages/com.unity.ugui/Runtime/UI/Core/Layout/HorizontalLayoutGroup.cs
Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_FontAsset.cs
Assets/ThirdParty/KriptoFX/Realistic Effects Pack v4/Textures/TornadoNoise.jpg
Assets/Content/GUI/Ability Card Assets/Previews/Cragheart_Normal_Highlighted.png
Assets/Content/GUI/AbilityCardIcons/Move.png
Assets/Script/GUI/Ability Card/CardActionHighlight.cs
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Top.png
Assets/Content/GUI/AbilityCardIcons/CreateIce_Ice.png
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_RightDefault_Unavailable.png
Assets/Script/GUI/Buttons/ExtendedButton.cs
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_LeftDefault_Unavailable.png
Assets/Content/VFX/Common/Textures/T_rect_frame_mask_card_noisy.png
Assets/Content/VFX/Common/Textures/T_Gradient_Glow_Fire.png
Assets/Script/GUI/Ability Card/ConsumeButton.cs
Assets/Content/VFX/GUI/Materials/GUI_ElementGlow.mat
Assets/Content/GUI/AbilityCardIcons/AA_Add_Damage.png
Assets/Content/GUI/AbilityCardIcons/Bless.png
Assets/Config GUI/Audio/AbilityCard SFX Profile.asset
Packages/com.unity.textmeshpro/Scripts/Runtime/TextMeshProUGUI.cs
Assets/Content/VFX/GUI/Materials/GUI_MiniCard_Border_Bloom.mat
Assets/Script/GUI/Configuration/AudioButtonProfile.cs
Assets/Content/VFX/GUI/Materials/GUI_Card_Border_Bloom_Mat.mat
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_RightDefault_Highlighted.png
Assets/Content/GUI/AbilityCardIcons/Curse.png
Assets/Content/VFX/Common/Textures/T_Gradient_WhiteTransparent.png
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Bottom_Unavailable.png
Assets/Content/GUI/AbilityCardIcons/Dark.png
Assets/Content/VFX/GUI/Materials/GUI_Initiative_Highlight_Bloom_Mat.mat
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_RightDefault.png
Assets/Content/VFX/Common/Textures/T_Noise_Spherical.png
Assets/Content/VFX/GUI/Materials/GUI_GreySmoke_Mat.mat
Assets/Content/VFX/Common/Textures/T_flowmap_outwards_02.tga
Packages/com.unity.textmeshpro/Editor Resources/Gizmos/TMP - Sprite Asset Icon.psd
Assets/Content/VFX/GUI/Materials/GUI_FlexFrame_Mat.mat
Assets/Content/VFX/GUI/Materials/GUI_Consumable_Fire_Wave_Mat.mat
Assets/Content/VFX/Common/Textures/T_Noise_Spherical_Sparks.png
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Bottom.png
Assets/Content/GUI/AbilityCardIcons/ConsumeAny.png
Assets/Content/VFX/GUI/Materials/GUI_GreySmoke_Blend_Mat.mat
Assets/Content/GUI/Ability Card Assets/Full/Cragheart - Card Assets/AC_Cragheart_Bottom_Selected.png
Assets/Content/GUI/AbilityCardIcons/ConsumeFire_Icon_Highlight.png
Assets/Content/GUI/AbilityCardIcons/Damage.png
Assets/Content/VFX/GUI/Materials/GUI_Mod_Bloom_Mat.mat
Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader
Assets/Content/GUI/AbilityCardIcons/Wound.png
Assets/Content/GUI/AbilityCardIcons/Earth.png
Assets/Content/VFX/Common/Textures/noise_01.png
Assets/Content/VFX/Common/Textures/T_rect_frame_mask_noisy_thin.png
Packages/com.unity.ugui/Runtime/EventSystem/EventTrigger.cs
Assets/Content/GUI/AbilityCardIcons/ConsumeDark_Icon_Highlight.png
Packages/com.unity.textmeshpro/Editor Resources/Gizmos/TMP - Text Component Icon.psd
Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader
Assets/NatureManufacture Assets/NatureManufacture Wind/3DNoise.psd
Assets/Content/GUI/AbilityCardIcons/ConsumeAny_Icon_Highlight.png
Assets/Content/VFX/GUI/Materials/AbilityCard_Shd.shader
Assets/Content/GUI/Ability Card Assets/ConsumeHighlight.png
Assets/Content/GUI/AbilityCardIcons/Atlas/AbilityCardSpriteAtlas.png
Assets/Content/VFX/Common/Textures/T_noise_shards.png
Assets/Content/VFX/GUI/Materials/GUI_CardEffect_Mat.mat
Assets/Content/VFX/GUI/Materials/GUI_Consumable_Earth_Bloom_Mat.mat
Assets/Content/GUI/AbilityCardIcons/CreateFire_Highlight.png
UnityEngine.Debug:Log(Object)
CreateCards:PrintPrefabDependencies() (at Assets/Editor/CreateCards.cs:33)

Thanks for running the script.

Ok, so since the Script Type hashes are registered as custom dependency (and we have no API to show that off yet) then I think we could do the following:
I could ask for a copy of your project (in a DM or in a Fogbugz case) and I can debug and look at why it thinks assets need to be reimported.

If that’s all ok, then I can probably get back to you soon and see if there’s something that can be done as a work around, while we figure out how to fix it.

What do you think?

Unfortunately as our project is proprietary I can’t give access to all the code (it’s a huge project too).

I have not been able to repro the issue on a new project either. But maybe one of the other people in this thread are able to share the project.

I am also happy to try anything on my side if you think of something that may help diagnose it.

Anything else we could try? We are also not able to share the project and I cannot reproduce in a new project.

@L42yB_1 & and @mruiz2017 cool, I have a few questions then:

  1. Are you on the same project?
  2. If you’re not on the same project, can you share part of your manifest.json file here (or in a DM)?
  3. Do you have any calls to DependsOnCustomDependency in your codebase?
  4. Are you using any asset store packages (and if there’s an overlap that might be interesting).
  5. Would you be willing to share the SourceAssetDB and ArtifactDB files in your Library folder (in a DM)?

I think if we can go through those 5 questions we might be able to surface some issues.

We are not on the same project. I have no calls to DependsOnCustomDependency.

Here is a list of the asset store packages being used:
3DForge
AmplifyShaderEditor
Amplitude
AraTrail
Beautify
Best HTTP Pro
Decalicious
DecalSystem
I2 Localization
KriptoFX
OutlineEffect
VolumetricFog
WiseSVN

There are no SourceAssetDB and ArtifactDB files in my library. Are those files only created when going to AssetDB 2? We have reverted to version 1 to avoid this issue.

Here is the manifest.json

{
  "dependencies": {
    "com.unity.2d.sprite": "1.0.0",
    "com.unity.2d.tilemap": "1.0.0",
    "com.unity.analytics": "3.3.5",
    "com.unity.cinemachine": "2.6.0",
    "com.unity.collab-proxy": "1.2.16",
    "com.unity.ext.nunit": "1.0.0",
    "com.unity.formats.fbx": "3.2.0-preview.2",
    "com.unity.ide.rider": "2.0.5",
    "com.unity.ide.vscode": "1.2.1",
    "com.unity.multiplayer-hlapi": "1.0.6",
    "com.unity.postprocessing": "2.3.0",
    "com.unity.render-pipelines.core": "7.3.1",
    "com.unity.render-pipelines.lightweight": "7.4.1",
    "com.unity.shadergraph": "7.3.1",
    "com.unity.test-framework": "1.1.16",
    "com.unity.test-framework.performance": "2.3.1-preview",
    "com.unity.textmeshpro": "2.1.1",
    "com.unity.timeline": "1.2.15",
    "com.unity.ugui": "1.0.0",
    "com.unity.xr.legacyinputhelpers": "2.1.4",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}

Hi @Unity_Javier

  1. Different projects

  2. manifest.json file:

{
  "dependencies": {
    "com.google.external-dependency-manager": "1.2.161",
    "com.google.firebase.analytics": "6.16.1",
    "com.google.firebase.crashlytics": "6.16.1",
    "com.unity.2d.animation": "3.2.3",
    "com.unity.2d.sprite": "1.0.0",
    "com.unity.2d.tilemap": "1.0.0",
    "com.unity.device-simulator": "2.2.2-preview",
    "com.unity.ext.nunit": "1.0.0",
    "com.unity.formats.fbx": "3.2.0-preview.2",
    "com.unity.ide.rider": "2.0.7",
    "com.unity.ide.vscode": "1.2.1",
    "com.unity.memoryprofiler": "0.2.5-preview.1",
    "com.unity.purchasing": "2.0.6",
    "com.unity.quicksearch": "1.5.3",
    "com.unity.recorder": "2.1.0-preview.1",
    "com.unity.test-framework": "1.1.14",
    "com.unity.textmeshpro": "2.1.3",
    "com.unity.timeline": "1.2.14",
    "com.unity.ugui": "1.0.0",
    "com.unity.ui.builder": "1.0.0-preview.1",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.video": "1.0.0"
  },
  "scopedRegistries": [
    {
      "name": "Game Package Registry by Google",
      "url": "https://unityregistry-pa.googleapis.com",
      "scopes": [
        "com.google"
      ]
    }
  ]
}
  1. No calls to that method

  2. Main Packages:
    Sirenix Odin Inspector
    Lunar Console
    Best HTTP Pro
    I2 Localization

  3. I will send them in a DM, since they are quite large

Thanks for the info so far!

Seeing how you both have I2 Localization and Best HTTP Pro in your projects, could you try removing them and see if the problem goes away (if possible, it might not be easy of course)?