-
Notifications
You must be signed in to change notification settings - Fork 840
fix for freeze in renderpipeline converter #6015
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
fix for freeze in renderpipeline converter #6015
Conversation
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. URP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
It appears that you made a non-draft PR! |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Well, I don't get why this solve your issue. But it seams to help.
@bastienunity can I have your feedback on this change? AFAIK it should speed up having the assetdatabase be in asset editing mode in order to batch change written on disc. It seams in some case it can cause issue.
@RSlysz StartAssetEditing and StopAssetEditing should be used to group large asset operations together. Looking at what this method is doing, it modifies assets in memory and then calls for SaveAssets, which already batches all the writing to disk together, so it should be fine to not use it in that case. |
@@ -680,7 +679,6 @@ void Convert(ClickEvent evt) | |||
} | |||
m_CoreConvertersList[index].OnPostRun(); | |||
AssetDatabase.SaveAssets(); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Quick question, why is SaveAssets done in the foreach loop and not just one time after every possible conversion is done?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I think we added it here because then we know that things are saved between different converters.
…erpipeline-converter
Fixed changelog merge issue
…eze-in-renderpipeline-converter
* fix for freeze in renderpipeline converter * updated changelog * Update CHANGELOG.md Fixed changelog merge issue Co-authored-by: Felipe Lira <felipedrl@gmail.com>
Purpose of this PR
Fix for this FB Case
https://fogbugz.unity3d.com/f/cases/1353885/
When converting using renderer settings converter it froze if there were more than one setting to convert. This fixes that.
Testing status
Manual tested the bug retro steps from the fogbugz case.