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fix for freeze in renderpipeline converter #6015

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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fix for rendering thumbnails. [case 1348209](https://issuetracker.unity3d.com/issues/preview-of-assets-do-not-show-in-the-project-window)
- Fixed a regression bug where XR camera postion can not be modified in beginCameraRendering [case 1365000]
- Fixed an issue in where installing the Adaptive Performance package caused errors to the inspector UI [1368161](https://issuetracker.unity3d.com/issues/urp-package-throws-compilation-error-cs1525-when-imported-together-with-adaptive-performance-package)
- Fixed an issue in where the Convert Renderering Settings would cause a freeze. [case 1353885](https://issuetracker.unity3d.com/issues/urp-builtin-to-urp-render-pipeline-converter-freezes-the-editor-when-converting-rendering-settings)
- Fixed decals to work with native render pass [case 1353141](https://issuetracker.unity3d.com/issues/urp-decals-are-not-visible-in-game-view-after-modifying-urp-asset-properties)
- Fixed decals to work with render scale [1353885](https://issuetracker.unity3d.com/issues/urp-builtin-to-urp-render-pipeline-converter-freezes-the-editor-when-converting-rendering-settings)

Expand All @@ -49,7 +50,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed the LensFlare flicker with TAA on SceneView (case 1356734).
- Fixed an issue where Unlit and ParticlesUnlit shaders did not have HDR color selection for albedo [case 1283767](https://issuetracker.unity3d.com/issues/built-in-unlit-particle-shader-has-hdr-color-selection-for-albedo-urp-unlit-particles-do-not)


## [13.0.0] - 2021-09-01
### Added
- URP global setting for stripping post processing shader variants.
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Original file line number Diff line number Diff line change
Expand Up @@ -660,7 +660,6 @@ void Convert(ClickEvent evt)
int activeConvertersCount = activeConverterStates.Count;
foreach (ConverterState activeConverterState in activeConverterStates)
{
AssetDatabase.StartAssetEditing();
currentCount++;
var index = activeConverterState.index;
m_CoreConvertersList[index].OnPreRun();
Expand All @@ -680,7 +679,6 @@ void Convert(ClickEvent evt)
}
m_CoreConvertersList[index].OnPostRun();
AssetDatabase.SaveAssets();
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Quick question, why is SaveAssets done in the foreach loop and not just one time after every possible conversion is done?

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I think we added it here because then we know that things are saved between different converters.

AssetDatabase.StopAssetEditing();
EditorUtility.ClearProgressBar();
}

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