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Material caching is not working properly #163
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Hi @kwasak I would like to know more information on this issue. |
You’re welcome!
Unity 2018.3, iOS.
For the profiler information, the attached screenshot is all I got for profiler information.
On Apr 9, 2019, at 10:48 PM, Takashi Sakai <notifications@github.com<mailto:notifications@github.com>> wrote:
Hi @kwasak<https://github.com/kwasak>
Thank you for reporting.
I would like to know more information on this issue.
Unity version, platform, more profiler infomation...
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Thank you, @kwasak ! |
Sorry, this took so long. I'm on a tight schedule with a project I'm working on.
As you can see from the attached image, in my case, this adds 3.7s to Assembly Reload Time. From what I see, the solution would be cache the material received from UISmartShiny is a class I inherited from UIShiny, for the purpose of this bug their identical, this occurs in both my version and the original UIShiny. I hope this helps, I apologize again for the late reply. |
@kwasak |
GC: 41.4MB -> 232.5KB Try it. |
Awesome, great improvement.
41MB to 232KB is amazing!
On May 24, 2019, at 8:33 PM, Takashi Sakai <notifications@github.com<mailto:notifications@github.com>> wrote:
WIP
[image]<https://user-images.githubusercontent.com/12690315/58362249-1c9f2580-7ed0-11e9-97c0-2961cb142478.png>
GC: 41.4MB -> 232.5KB
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The cause of the problem is that the material cache was not working properly. |
UIEffectBase.OnValidate() is increasing the amount of time it takes to enter playmode. In my project, UIEffectBase.OnValidate is adding an extra 2s.
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