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TaylanK

15+ sec lag on saving assets, all the time

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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.

image.thumb.png.9a02fabdfd5cfcb8495476d20e727958.png

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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.

 

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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

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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 :)

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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.

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