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Thank you for bringing this issue to our attention. Unfortunately, after careful consideration, we will not be addressing your issue at this time, as we are currently committed to resolving other higher-priority issues. We acknowledge that the current Terrain system has a number of limitations, so we are currently investing in a large amount of discovery work to determine exactly what is needed most and how we can bring it to you at the quality level you have come to expect and address the most pervasive pain points in the most effective and efficient manner. However, we know each case is different, so please do continue to log any issues you find, and provide general feedback on our roadmap page to help us prioritize.
Reproduction steps:
1. Open the attached “repro_IN-95227“ project
2. Open the “Assets/OutdoorsScene.unity“ Scene
3. Open the “Profiler” (“Window → Analysis → Profiler“)
4. Enable “Deep Profile”
5. Set “Target selection“ to “Play Mode“
6. Enable recording
7. In the “CPU Usage” row, enable only the “Rendering“ graph
8. Enter the Play Mode
9. While the Game view is focused, press the “Spacebar“ button on your keyboard and wait for the terrain to be generated
10. Once it’s generated, pause the Play Mode
11. In the “Profiler”, in the “CPU Usage“ row, select the first green spike
12. In the Hierarchy of the Profiler, search for “TerrainManager.CutAllTerrains“
13. Notice the “Total” value
Expected result: Value of “Total” is low
Actual result: Value of “Total“ is high
Reproducible with: 2022.3.58f1, 6000.0.39f1, 6000.1.0b7, 6000.2.0a4
Reproducible on: Windows 10 (22H2),
Not reproducible on: No other environments tested
Notes:
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