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Android scene loading very slow
Hi,
I have some serious problems with loading a special scene under Android. I am using 5.2.1p2. Of course the loading time is content / asset dependent, but I think that there is something unusual here. Some facts in front:
The scene load takes about 20 seconds on an Galaxy Tab S SM-T700.
The same scene loads in about 2 seconds on an old iPhone 4.
If I re-load the same scene from another scene later on it takes about 2 seconds, also on Android.
I get this warning, when I build to Android: "Failed to add the asset file size for sharedassets0.resource", and some more of the same type for sharedassets10,11, etc. (full warning below)
Do you guys have any ideas? - I think it has something to do with the android unpacking of assets on use.
Full console warning:
Failed to add the asset file size for sharedassets0.resource 0x0000000140E40859 (Unity) StackWalker::ShowCallstack 0x00000001405CE4CB (Unity) GetStacktrace 0x00000001405A3936 (Unity) DebugStringToFile 0x0000000140C0A9FC (Unity) FileSizeInfo::AddAssetFileSize 0x0000000140A2432C (Unity) std::_Tree,std::allocator,0>
::Insert 0x0000000140A28738 (Unity) std::deque,std::allocator > ,std::allocator,std::allocator > > > >::push_back 0x0000000140A2AB44 (Unity) std::deque,std::allocator > ,std::allocator,std::allocator > > > >::push_back 0x0000000140A2BD0F (Unity) BuildPlayer 0x0000000141309C11 (Unity) BuildPipeline_CUSTOM_BuildPlayerInternalNoCheck 0x0000000009E87CA1 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck (string[],string,UnityEditor.BuildTarget,UnityEditor.BuildOptions,bool,uint&) 0x0000000009E8625D (Mono JIT Code) [BuildPlayerWindow.cs:587] UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings (bool,UnityEditor.BuildOptions,bool) 0x0000000009E84CDB (Mono JIT Code) [BuildPlayerWindow.cs:432] UnityEditor.BuildPlayerWindow:BuildPlayerWithDefaultSettings (bool,UnityEditor.BuildOptions) 0x0000000009E81B80 (Mono JIT Code) [BuildPlayerWindow.cs:1417] UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.BuildPlayerWindow/BuildPlatform) 0x0000000009E7C0FE (Mono JIT Code) [BuildPlayerWindow.cs:1356] UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings () 0x0000000009E65460 (Mono JIT Code) [BuildPlayerWindow.cs:996] UnityEditor.BuildPlayerWindow:OnGUI () 0x00000000051768E2 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_voidthis (object,intptr,intptr,intptr) 0x00007FFCB4C0402F (mono) [mini.c:4914] mono_jit_runtime_invoke 0x00007FFCB4B58399 (mono) [object.c:2623] mono_runtime_invoke 0x00007FFCB4B5E793 (mono) [object.c:3827] mono_runtime_invoke_array 0x00007FFCB4B1CEDB (mono) [icall.c:2857] ves_icall_InternalInvoke 0x0000000005140217 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) 0x000000000513E372 (Mono JIT Code) [MonoMethod.cs:222] System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) 0x00000000052242AF (Mono JIT Code) [MethodBase.cs:115] System.Reflection.MethodBase:Invoke (object,object[]) 0x0000000005224166 (Mono JIT Code) [HostView.cs:187] UnityEditor.HostView:Invoke (string,object) 0x0000000005224050 (Mono JIT Code) [HostView.cs:180] UnityEditor.HostView:Invoke (string) 0x0000000009E64281 (Mono JIT Code) [HostView.cs:76] UnityEditor.HostView:OnGUI () 0x00000000051768E2 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_voidthis_ (object,intptr,intptr,intptr) 0x00007FFCB4C0402F (mono) [mini.c:4914] mono_jit_runtime_invoke 0x00007FFCB4B58399 (mono) [object.c:2623] mono_runtime_invoke 0x00000001402A350F (Unity) scripting_method_invoke 0x000000014046036F (Unity) ScriptingInvocationNoArgs::Invoke 0x000000014122D8B7 (Unity) MonoBehaviourDoGUI 0x0000000141221144 (Unity) IMGUIModule::MonoBehaviourDoGUI 0x0000000140284888 (Unity) MonoBehaviour::DoGUI 0x0000000140E1D27D (Unity) GUIView::OnInputEvent 0x0000000140E1E309 (Unity) GUIView::ProcessEventMessages 0x0000000140E1FBAD (Unity) GUIView::GUIViewWndProc 0x00007FFCD043250D (USER32) DispatchMessageW 0x00007FFCD0432367 (USER32) NotifyWinEvent 0x0000000140E3D8BE (Unity) RelaunchUnity 0x0000000140E3EF2B (Unity) WinMain 0x0000000141539A20 (Unity) strerror_s 0x00007FFCD02F13D2 (KERNEL32) BaseThreadInitThunk 0x00007FFCD1D05454 (ntdll) RtlUserThreadStart
Well, I solved this issue. I do not want to delete this post, maybe some of you encounter the same "issue". The solution is very simple: When I ugpraded my Unity 4.6 project to 5.1.2, the sfx files (and there are some of them) were set to "Preload Audio Data" (Audi Clip Import Setting). Android seems to be much slower concerning the decompressing/preloading, so I just deactivated it and the loading was about 10 times faster. The warning message I posted has nothing to do with this behaviour.
Thank you for your post ! $$anonymous$$y scenes loaded almost 30 seconds ! After I shortet the lenght of my music-files from 7 $$anonymous$$utes to 2 $$anonymous$$utes the scene loaded almost instantly !
i comeback here to thank you again, This fixed my problem ^-^.
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