Slow Loading Time - Scene Loading Async

The reference way to investigate performance issues is to attach the profiler (Window → Analysis → Profiler).

Another tried and true way to do things is to start wholesale ripping chunks out of that scene to find out what is taking so long. It doesn’t even matter if the scene is runnable; just find out what’s taking it so long to load.

This latter approach is often fastest, but it presupposes you are using proper source control at all times, which means you can instantly and trivially reset all investigatory damage you inflict on your project when you are done experimenting.

If you are NOT using source control, you should IMMEDIATELY begin doing so, assuming that you value your hard-earned work.

Personally I use git because it is free and there are tons of tutorials out there to help you set it up.

As far as configuring Unity to play nice with git, keep this in mind:

Here’s how I use git in one of my games, Jetpack Kurt:

Using fine-grained source control as you work to refine your engineering:

Share/Sharing source code between projects:

Setting up the right .gitignore file:

Generally setting Unity up (includes above .gitignore concepts):

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