I’ve noticed that the operation every time I use LoadSceneAsync, but while trying to optimize I realized that even if the scene is completely empty still takes that chunk of time. So it makes it really hard to Load Scenes seemingly at runtime.
What is it that is doing? And, is there a way to optimize it?
enable deep profiling and look at the methods that run
also check whether this occurs in builds, particularly release builds with optimizations
That previous capture is from a build. I run a dev build with the Deep Profiler and on it, that same PreloadSingleStep call after loading the empty scene is instantaneous. And that Async operation InvokeCompletionEvent doesn’t appear.
And in the editor is 5 times shorter than in the build. Any ideas?