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Why Unity editor is hardly responding?
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.
Thanks!
In scene view, turn your camera to the sky, viewing nothing. What happens now?
Answer by Glurth · Feb 04, 2018 at 04:16 PM
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.
Hi @Glurth,
Thanks for the Profiler-editor tip. There is a loop taking ~96% of the resources: Throttle $$anonymous$$ain$$anonymous$$essageLoop I don't know where it came from, and I'm going to investigate it, as it seems to be a known issue.
Answer by Eco-Editor · Mar 14, 2018 at 06:13 PM
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.