Unity Issue Tracker - afterCullingOutputReady.Invoke() call is extremely lengthy when using SpeedTree trees
Fixed
UUM-13879
afterCullingOutputReady.Invoke() call is extremely lengthy when using SpeedTree trees
Unity: Weta Real Time
Fixed
2023.3.X
Won't Fix
2023.1.X
2022.2.X
2022.1.X
2021.3.X
2020.3.X
Closing this port, since this Unity version is no longer supported.
Closing this port, since this Unity version is no longer supported.
Closing this port, since this Unity version is no longer supported.
Closing this port, since this Unity version is no longer supported.
How to reproduce:
1. Open the attached “TreeBug” project
2. Open the “ManuallyPlacedTrees” scene
3. Select “Window” → “Analysis” → “Profiler” in the main menu bar
4. Make sure “Record profiling information” is enabled (red circle button)
5. Enter Play mode
6. Exit Play mode
7. Click on any of the frames
8. Zoom into the second PlayerLoop call of the frame
9. Observe the afterCullingOutputReady.Invoke method
Expected result: afterCullingOutputReady.Invoke takes up a small percentage (1-10%) of the PlayerLoop call
Actual result: afterCullingOutputReady.Invoke takes up 25-50% of the PlayerLoop call