It’s not the first year I’ve noticed this, and it’s not related to the version of Unity or the complexity of the shader (in terms of the number of nodes), it happens even 30 seconds after creating a new shader graph with 3 nodes. Simply during operation, the nodes will stop updating, because of which they become like stones, they cannot even be turned, and quite often the already loaded results of the nodes retain their initial value, so it is often not immediately noticeable that the editor has stopped updating (quite often this spends a lot of time looking for shader failure errors that don’t exist). Sometimes this is quite expected, for example, when changing a node, auto update is activated and if you press cntrl s, it will prevent the update and everything will stop; and sometimes it just happens because you move nodes or change parameters.
Unfortunately, I know of only one (bad but effective) way to temporarily solve this problem, which is to enable UI Toolkit Live Reload and then disable it after reboot (if you don’t disable it, the crash will happen sooner or later anyway, and faster than with the option disabled ). I understand it forces a restart of all graph renderings, but it takes a long time. Below is a video of an example, I’ve been watching it for over a year now. I repeat, it does not even depend on the number of nodes…
After each such “rite” as shown in the video, I can work calmly for a few minutes, or the entire compilation will crash as soon as I switch from the editor tab to the scene tab. Does anyone know any solutions?