TaylanK Posted June 18, 2018 Report Share Posted June 18, 2018 Hi, We're using Plastic with a centralized cloud repo (v7.0.16.2192) and have started noticing big lag spikes every time we save any assets. Profiling the editor, I've found Task.Wait() call taking a good chunk of time and freezing the main thread while running, which seems to be related to version control. I am attaching a screenshot of the profiler. The lag spikes have been very frustrating so any help would be deeply appreciated. Link to comment Share on other sites More sharing options...
manu Posted June 19, 2018 Report Share Posted June 19, 2018 Hi @TaylanK, do you mind enabling the Unity log for the Plastic SCM plugin as it's explained here? Can you please also do the following? 0) Open a CLI window 1) "cd" to your Unity Project (cd c:\path\to\Unity\Dir) 2) Execute the following "cm status --all --ignored > result.txt"" 3) Share with us the "result.txt" file. Link to comment Share on other sites More sharing options...
TaylanK Posted June 20, 2018 Author Report Share Posted June 20, 2018 Hi @manu Thanks for the link. It was helpful to see the logs as they helped me solve the issue on my end. Problem was a framework we're using with Unity, frequently manipulating prefabs as they were instantiated, causing Plastic to mark a large number of them as checked out. We were able to resolve it by updating the framework to a newer version that addresses that particular issue. Thanks & cheers, T Link to comment Share on other sites More sharing options...
manu Posted June 20, 2018 Report Share Posted June 20, 2018 Wow! Can you share with us the Framework used so if we see the same behavior in the future we can check if the framework is involved. Happy to know it's solved Link to comment Share on other sites More sharing options...
TaylanK Posted June 20, 2018 Author Report Share Posted June 20, 2018 It is a dependency injection framework for Unity, called Zenject. The old behaviour was setting prefabs inactive before instantiation, to ensure proper injection/initialization order, then setting them active again. Starting with v6.0 Zenject uses a different workflow for prefabs so it seems this is no longer an issue. Link to comment Share on other sites More sharing options...
manu Posted June 27, 2018 Report Share Posted June 27, 2018 Thank you! Link to comment Share on other sites More sharing options...
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