I'm working in a very large project with many assets and resources. I've been tolerating a lot of slow editor responsiveness for a long time, some of which is due to Unity's handle of a project my size. I recently decided to do a fine tuning push on my character animations recently, so I started making changes to clips then pressing play to test them in game. While doing so, I noticed it would consistently take as much as 30 seconds to start the game from the moment I pressed the play button. When it comes to fine tuning and testing animations, 30 additional seconds every time I test my changes adds up.
So I decided to clone my project and start ripping things out in an effort to speed up my animation editing process in a smaller project with only a subset of the content I need. After removing all the content I assumed was the primary cause of my latency, it wasn't until I closed the UMotion project I had open in the Clip Editor tab that I actually noticed a meaningful improvement. Suddenly, my game would start in 6 seconds, not 30 seconds like before. After noticing this my next step was to open a UMotion project I had that only had 3 animation clips in it, then pressed play again. The result was that the game started in abut 10 seconds, instead of 25. By comparison, the UMotion project that had the 30 seconds lag actually has 74 clips in it.
In short, here are my "consistent" metrics of latency that occurs when i run the game:
1. no open UMotion project = 6 seconds
2. UMotion project open with 3 clips = 10 seconds
3. UMotion project open with 74 clips = 30 seconds
Naturally, the first response will be "why do you have 74 clips in one project, that's too may", to which I would say two things:
1. if the software can't handle it, then as a programmer its best to force limit to prevent the user "myself" from pushing it over the limit
2. in light of these findings I will limit my UMotion projects to under 10 clips each
That said, without knowing anything about the way your code works on the back-end, I can't help but wonder if there is some sort of process that is running on lost focus, or when the play button is pressed that is locking up the editor. I'd be grateful if you would focus some time on this in a future version, mainly because I love this editor and use it frequently, but my project is massive in scope, so the more seconds you can save me simply by not adding to Unity's already slow editor, the better off I'll be.
Thanks in advance!
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