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Question by Sangemdoko · Jan 26, 2019 at 12:21 PM · editorprofilerfreezepackageallocation

Editor freezes for 10-30s on start Playmode, GC.Alloc 2.4 GB

Hi,

I got a problem with my project. Recently I decided to change from HDRP to LWRP because I felt that it would make more sense for my game. While doing so I removed the HDRP package and downloaded a lot of other packages from the package manager: LWRP, Cinemachine, Core RP Library Post Processing, Shader Graph, etc ...

Side note, how come my project (started with the HDRP template) already had cinemachine and postprocessing while the package was not downloaded?

Back on track, after doing so my project started to have hiccups when entering play mode. So I looked in the profiler and I see that EditorLoop takes 36+seconds on start.

Looking in depth: EditorLoop > ApplicationTickTimer > Inspector.Tick > EditorApplication.Internal_CallDelayFunctions() > GC.Alloc I get 32 Million calls and allocate 2.4GB... something goes terribly wrong but I don't know what.

The scene is empty with a single sprite animation (my Loading scene).

There must be something that gets compiled everytime I enter playmode. I tried to use the DeepProfile but Unity started to use 30GB of ram (I got 32GB) and it stayed frozen for too long (10minutes) so I gave up.

How can I debug this? There are no warnings or errors in the console and the profiler doesn't give me much information.

Thank you for your time,

Santiago

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Answer by Instinct · Feb 13, 2019 at 09:35 AM

@Sangemdoko I can't help you, but if it can be of any comfort, I got the same issue. However I do not use LWRP. I upgraded from the built in pipeline to HDRP mid project. And my startup times in editor is the same as yours, roughly 30-40 seconds.

I got a win10, i7 7700k, 1080ti, 32gb ram, unity running on m.2 ssd.

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