• Unity
  • Application.Tick -- Importing takes a while

Related Discussions
...

Hi Harald and gang

Is anyone else having long wait times when importing their mecanim files into Unity 2020 \ 2021?

There is a Unity thread discussing the latest long load times in the editor.
https://forum.unity.com/threads/lots-of-busy-hold-on-etc.833644/page-8

I'm waiting 2 minutes to load mecanim prefabs into the editor sometimes. Not sure if it's related somehow to Unity's own "hold on" issues. :wounded:

We have not yet encountered excessively long import times, on the other hand, our test projects don't usually contain many prefabs.

What exactly do you mean by "mecanim files"? Does this only occur when upgrading from an older Unity version, or also upon every Reimport All? If it happens only once, I'm afraid it will not be important enough of a task to be prioritized in the near future.

You could try if it's related to Spine or not by removing the Spine components from your prefabs, or duplicate a single test asset with and without Spine components many times so that it takes enough time to compare both variants.

Hi Harald

Harald wrote

What exactly do you mean by "mecanim files"? Does this only occur when upgrading from an older Unity version, or also upon every Reimport All? If it happens only once, I'm afraid it will not be important enough of a task to be prioritized in the near future.

When I drag into the prefabs to build the skeleton mecanim files. It doesn't happen every time and I can't pinpoint what is the cause. I'm just asking on the Spine forum in case anyone else ran into this issue.

I started to see this "hold on" message around 2020.2 .. and it's been affecting all later versions of Unity as you can see in the Unity thread. No one can seem to figure out what the exact issue is.

Ok it sounds like it I'll need to do more testing. :wounded:

Thanks

IndieDoroid wrote

When I drag into the prefabs to build the skeleton mecanim files.

I'm not sure what exactly you mean by this sentence. Do you drag the SkeletonDataAsset (the asset with the _SkeletonData suffix) into the scene and choose SkeletonMecanim in the instantiation menu, and does it then take a long time? If so, then mentioning prefabs was misleading, as there are no prefabs involved in the process. If not, what do you mean by "drag into the prefabs" (this wording is confusing as SkeletonDataAsset cannot be dragged onto a prefab).

You could also have a quick test if generating the Mecanim files via the Generate Mecanim Controller button in the SkeletonDataAsset Inspector menu takes a long time as well, or if this only happens when dragging the asset into the scene.