Skip to content

fix for freeze during render settings converter #6017

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

Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed post processing with Pixel Perfect camera [case 1363763](https://issuetracker.unity3d.com/product/unity/issues/guid/1363763/)
- Fixed disabled debug lighting modes on Vulkan and OpenGL following a shader compiler fix. [case 1334240]
- Fixed incorrect behavior of Reflections with Smoothness lighting debug mode. [case 1374181]
- 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)

## [12.1.1] - 2021-10-04

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -632,7 +632,6 @@ 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 @@ -652,7 +651,6 @@ void Convert(ClickEvent evt)
}
m_CoreConvertersList[index].OnPostRun();
AssetDatabase.SaveAssets();
AssetDatabase.StopAssetEditing();
EditorUtility.ClearProgressBar();
}
}
Expand Down