The unity is getting VERY, VERY slow.

Hello, I believe that many people have already talked about it. but in fact, this is starting to hinder me too…

Unity has always been a perfect alternative because of its iteration speed. for example, unity 2018 was great, but from there, unity started to get extremely slow to work…
Currently my workflow is always interrupted, even by a simple click on the screen, it makes unity freeze for a moment, and it gets in the way.:frowning:
And I know that currently programming is a “real torture”, because the compilation time is VERY long…

Any way to improve it?

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Yea, I profiled it, most time is searching through the asset database and launching all assets, such as
Text Mesh Pro, which seems to generate Meshes after recompile,
ProBuilder, which also seems to create meshes,
New Input System, which builds objects (classes for event handling, I guess),
Even the Loading Bar gets updated after a recompile.
And all classes getting deserialised, all scripts on all objects - so the old ones are thrown away, causing massive loads of garbage that has to be cleaned up and that takes a big chunk of the recompile time.

And of course all the assets from the assetstore that implement [SerializeOnLoad] or [SerializeOnLoadMethod] - all these methods are called and all those assets initizialize their system, Gaia, Odin, Peek, and your custom tools, if you’ve written any.

Thats the recompile.

While using the editor - it depends. You can profile this on your own by switching the profiler to “Editor” on the top left dropdown field. In our case, it was a custom tool, that caused some lag, the editor itself (V 2020.1.17f1) runs quite smoothly and we have 29 Scenes, all loaded at the same time with a total of 104,376 individual GameObjects.
Looking in certain directions causes a lag sometimes but thats on the GPU side, as far as I can tell.

Opening an inspector can take some time too, a second or two … but the core workflow of moving stuff, looking at stuff, navigating the scene view camera is actually quite smooth.

Recompile takes 30 sec which is quite horrible for me, the programmer xD

So I guess you have to profile it.

Btw. My PC is 5 years old by now, got a new GPU ( 3070 ) but everything else already quite old, so maybe thats a bug on your side?

Possible improvements:

  • Reducing the size of the assetdatabase by deleting assets you don’t use.
  • Not having 100k Objects visible at the same time (unloading some scenes)
  • Checking 3rd party assets and custom tools if they affect the editor performance and removing them from the project, if possible
  • getting better/faster hardware, CPU with strong single core speed, as a lot of the editor runs on one thread + super fast SSD as well as a good GPU, depending on your game
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In another topic, I managed to resolve the random freeze time that the unity cause, now it doesn’t interrupt me that much. That’s great…:smile:
Well, our team is using unity 2020.3 now for production, and the editor is much more responsive. only the workflow that is eventually interrupted (Aplication.Load / Reload / Tick / …)
My pc is not that old, (Still, investing in an SSD can solve my load problem)

Interesting, these 3 packages are part of my current essential kit for any project, maybe it is their fault that my unity is slow.:eyes:

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Now I’m curious, please post the link to the other thread here ^^

here it is :smile:
https://discussions.unity.com/t/826774/43

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In other parallel discussions, I saw unity is trying to improve the workflow. mainly in relation to Domain Reload.:eyes:

Unity Future .NET Development Status page-2#post-7042942
Hardware Benchmarks 5800x 8400 10900f

It is good to see that Unity is trying to improve this workflow problem:)

As I commented at the beginning of the post, it would be nice to use the editor without being interrupted. as far as i know, several things could (or should) work in parallel. That way you could resolve some of those abrupt interruptions.

Now I’m super looking forward to the news from 2021.2 (eventually LTS) :smile:

https://blog.unity.com/technology/behind-the-scenes-speeding-up-unity-workflows

According to their blog, the goal seems to be loading assets on demand which they showed off when they introduced asset pipeline 2 and it would be pretty good especially for upgrading big projects or maybe importing asset packs.

Currently, I do feel the import times have become much better, just the extra features in HDRP have been slowing down scenes pretty consistently, I was surprised to see a scene running at 70fps in 2021.20b2 go above 200fps in 2019 LTS. I was thinking maybe my rig is getting old:face_with_spiral_eyes:, so I have switched back to 2019 LTS for now.

Really hope unity crackdown on these problems in 2021 LTS, I am kind of excited to see a blog post named “The Road to 2022” sometime in one or two months.:smile:

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Unity editor is becoming slower and slower !

Even if you click with the mouse on another panel or on a prefab or something, it shows Menu Item execute progress bar window which can stay for a few seconds and this is repeating over and over and over… and this is with a 16 thread 16 Gigs ram and RTX3060 laptop

Then editor gets crazy and the editor loop starts to take 150ms for like 5-10 seconds and so much more.

Not to talk how long it takes to run the game in editor and that new feature which disables Domain Reloading simply breaks the game !

Also custom layouts, oh man, you change layout and you start receiving error messages

A lot of issues ( LIKE A LOT ! )

I am amazed in how bad peace of software is this game engine turning into !

Unity should use “Hold On” for motto

Don’t want to sound offensive and i’m not but it’s just so frustrating to use the editor now

7427726--909416--upload_2021-8-18_13-57-28.png

It’s awesome :slight_smile: :slight_smile: :slight_smile:

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This particular issue is a bug that is already being worked on by an internal Unity team. No one is sure what causes this.

But it seems to be caused by a lot of different things, hopefully they can fix it before the 2021.2 release
It is recommended to always send the bug report when this happens to you.

(This is the main tread where they are collecting the information to solve this problem :slight_smile:
https://discussions.unity.com/t/847630

Yeh i don’t trust UT anymore… i’ve been incredibly supportive for many years, but not anymore !

It’s just like - start to create even a small project, you bump right away into issues

Unity is waiting for users to find their issues, it’s like wait, do i work at Unity… if i have to report every issue i find i wont have time to work on any project…

I understand user reports are normal in general ( EPIC does it as well ) but oh man this is apparently NOT WORKING :smile:

Every next version i install is worse than every previous since Unity 5…

May be it’s just me ?as always? idk :smile:

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I almost never have problems in Unity (I work with Unity since Unity 5.1). And I consider it quite stable for its level of complexity.:slight_smile:

When I created this thread (About Unity being slow), I was referring exactly to this problem that all Unity users are having in 2021.1 and now in 2021.2, with the reload domain, and these annoying warnings that we are always facing (as already pointed out by you). And Unity has already managed to reproduce some of these problems and others have been fixed.

I agree with you, I don’t like it when something bad happens to me either, but at least I report the problem to the unit, because then I know they can reproduce and fix my problem. It would be much worse to find the problem, never report it, and then complain that the problem is not fixed. Or do you expect them to test all the billions and billions of possibilities… because that is unfeasible for any company in the real world, including the unity

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For a multi million in cash company i will expect that yep…

How it’s possible that i bump into lots of issues myself while simply navigating Unity and try some new thing or start use some of the systems…

I am jut saying that it feels like they develop something and just throw it to users and then oh i have to again report a simple and obvious issue. Not to talk how long it takes for a lot of the issues to get fixed and not to talk how many regressions there are after this and also with old fixed a lot of new bugs are present

I am not talking about issues that are hard to find, they are just there and obvious

Unity Engine feels like a student project to me that didn’t pass any QA

They just have wrong decisions and wrong priorities imo

Again i state all of this because i am just disappointed and i used to love that game engine and did report a lot of bugs and i also won an awesome reward for unique report… :slight_smile:
EDIT : feel kinda bad for this so i am not spamming the thread anymore. Cheers :slight_smile:

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Hi Folks. Just to share my discovery. I was getting really frustrated about the speed of reloading scripts and entering Play Mode in an empty project in Unity 2021.1.26. I tried many things and I was ready to accept it. I had some problems with my Visual Studio 2017 at the same time too. I decided to uninstall the 2017 edition and install the new 2019 version. Speed has improved greatly for an empty project. I don’t know if it was a matter of a fresh instal or there are some improvements in the 2019 version but it is worth a shot. On SSD drive the whole process took me less than an hour. Hope it helps. Cheerio!

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For those who want more information about the script iteration issue within the editor, Unity is now following and receiving feedback for this tread:
Unity - Improving iteration time on C# script changes - Unity Forum

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Hey i just wanted to share this with you guys, i usually work on windows and it is super slow.
I just decided to install unity on my macbook which is quite old ( 2017 ) and i have to say that i am very impressed its day and night difference, everything feels instant with no slow down on workflow. ( using 2021.3.21f1 on both mac and windows ).

I am guessing unity dev mostly use mac.

My Unity started to get slow when processing but not using the HD when i put
using UnityEngine.EventSystems to put a script in a game object.

Hey,

here’s a proof of Unity editor scene view drawing and custom inspectors are a big hit for the editor performance…
As i did post many times the editor struggles with custom inspectors… i myself had an issue with a custom inspector ( i think i might have mention this above )…

Check what’s the difference with the scene view gizmos and custom inspector enabled/disabled in the video…
Having both scene view gizmos and custom inspectors enabled just smashes the editor performance as opposite of having them both disabled… there’s no other game engine out there that struggles with gizmos and inspectors…

It’s hard to notice because of the screen capture, but the custom LODs component inspector makes the editor slower… having it disabled boosts the viewport a lot… Having the scene view gizmos enabled just brakes the scene navigation when having the LODs custom inspector set to Normal, though having gizmos enabled and LODs inspector to Debug it’s quite faster…

Check at 0:17 m

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Had this issue myself.
Increase the 2D Atlas Size Cookie Resolution to 1024 or 2048 in settings.

In older versions, Unity crashed without showing progress bar. the newer versions just added a progress bar when crashing

Sometime is longer in the new versions because of the new design. For example compiling shaders are too long since unity 5.5 because of the shader variants. But the result is a better support for multiplatform.

Also with a Samsung 980 Pro m2 drive and a Ryzen 5 CPU, i have no crash or progress bar for more than 1 second

Also the unity 2021 and 2022 is too much faster than before in all cases

Old asset importer was too slow when you wants to switch between platforms. But the new one is very faster

Script compiling is much faster in the new editors

In overall, old editors (5.4 and older) was very very faster than the newer but the features are too much more in the latest versions

1 Like