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2.9 save take sometimes up to 2 minutes


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Saving sometimes takes up to 2 minutes on 2.9 (usually several seconds). It is caused by asset reimport, which happens during save. This wasnt happening with 2.8.

We are also experiencing occasional crashes. Probably not connected to this (https://developer.unigine.com/forum/topic/5772-solved-random-crashes-when-flying-over-terrain/) issue, because it happens everywhere and it happens only several times per day, so it is hard to replicate. This wasnt happening on 2.8.

 

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demostenes

Could you please give us more information about asset which triggers reimport on save (name, size, any errors in console)?

Regarding random crashes, could you please check if they somehow related to the WorldLayer nodes being enabled (disable all WorldLayers and see if there will be any changes)?

Thanks!

How to submit a good bug report
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1 hour ago, silent said:

demostenes

Could you please give us more information about asset which triggers reimport on save (name, size, any errors in console)?

Regarding random crashes, could you please check if they somehow related to the WorldLayer nodes being enabled (disable all WorldLayers and see if there will be any changes)?

Thanks!

data\asset_library\sfx\waterfalls\meshes\,  no errors, just reimport takes very long time for such small meshes. Reimport is triggered always, but sometimes it takes fragment of seconds, sometimes it takes minutes (last one 8 minutes - daug_river_1.mesh):

meshes.png

 

Regarding world layer nodes, yes, there are dozens of them. We can try to move edited content (and everything else, our whole project is based on WL nodes) from them away and turn them off. But it will be tricky, these crashes are quite rare. Layers nodes are OK?

 

 

Edited by demostenes
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4 hours ago, silent said:

It looks like that issue is related to the WaterMesh objects only. Could you please confirm that disabling all WaterMeshes in the world will give you a stable world save time?

Thanks!

Seems so. If we delete these meshes (just turn off is not enough) from world, it is OK . 

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We've already fixed this Editor issue in our internal builds. We will try to prepare a fix for this.

At the current moment, I would recommend just to save all the WaterMeshes to a separate NodeLayer and remove this NodeLayer from the worlds. When Editor will be fixed simply re-add this NodeLayer to the worlds.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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