I have a project with 400PNG’s files that turned into sprite animation,
would you say this is the reason why the editor is hardly responding?
I’ve developed a VR project with hundreds of 3D asset on the same machine, can it be that the PNG’s is whats killing it?
By killing it I mean, that the program uses 100% of the CPU, it would take a few second to respond when choosing game object in hierarchy, and 30 minutes to move an object in the scene.
What can be done?
I will by an SSD laptop soon, but for now it’s a non SSD laptot.
The best way to determine the cause of something like this is via the process of elimination.
Does it happen in a new/blank project? (if so, probably not a unity problem; I’d look at the OS, or hardware)
Does it happen in a project with 400PNG’s, but no scripts? (this would be surprising, I’d look at the OS and memory/disk usage)
Does it happen in a project with scripts, but only say… 2 PNGs? (if not, I would suspect the method you use to generate the animation is what’s causing the slowdown)
Basically, any exclusion-test you can think of to eliminate various components of your project, in-order to eliminate them as the cause.
Other things to consider: if you have a Debug.Log being called inside a loop, this can REALLY slow things down. The profiler, set to profile-editor, can be very useful in narrowing down the cause of bottlenecks.
Just want to update the reason Unity3D slowed, was (not only my laptop) but also placing Event trigger component on each gameObjects the player transported to. Once I’ve enabled a group of gameObjects with this component the editor started working better.
I realized it’s not a good call to use many event triggers as it’s very costly.