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Votes
3
Found in
2021.3.45f1
2022.3.50f1
6000.0.23f1
6000.1.0a7
6000.2.0a1
Issue ID
UUM-84430
Regression
No
EnlightenRuntimeManager.SyncRuntimeData has huge time usage when unloading an active Scene
Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/Scenes/Base” Scene
3. In the Profiler window (Window > Analysis > Profiler), set the profiling target to Edit Mode and start recording
5. Enter Play Mode
6. Wait 5 seconds for a second Scene to start loading, then wait 5 seconds for the second Scene to start unloading
7. After the second Scene has finished unloading, stop the recording in the Profiler window
8. In the Profiler window’s CPU usage module, select the highest usage spike
9. In the module details panel’s search box, enter “EnlightenRuntimeManager.SyncRuntimeData“
10. Select the “EnlightenRuntimeManager.SyncRuntimeData” function and observe its “Time ms” value
Expected result: The recorded value should be small and insignificant
Actual result: The recorded value is 94939.97 ms
Reproducible with: 2021.3.45f1, 2022.3.50f1, 6000.0.23f1
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
- In 6000.0.23f1, the Profiler will produce errors in step 6 which pauses the Play Mode, so to continue you need to unpause the Play Mode
- In 6000.0.23f1, the recorded value is smaller, ranging from 25000-50000 ms
- The recorded values may differ across different hardware specification
Comments (3)
-
FLUCTLIGHTINC
Feb 06, 2025 07:15
In addition, we have also discovered a new problem. Real-Time GI Bake does not support Terrain Hole. The baked light does not pass through the hole, causing the hole to be completely black.
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FLUCTLIGHTINC
Feb 01, 2025 07:41
HI @DEVWOLF1988, Could you please explain in detail? I couldn't find the "Real Environment Light" checkbox in the lighting setting of the scene in unity 6 or any old version.
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devwolf1988
Jan 29, 2025 23:42
Found what the issue is. If you disable the "Real Environment Light" checkbox in the lighting settings of the scene, the issue will disappear. It won't try to merge both scene data during the loading of the scene asynchronously.
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Resolution Note:
I can repro a significant lag when switching from play to edit mode. This is caused by flushing remaining commands which is, and must be, a synchronous operation. While normally any Realtime GI work will be spread over several frames, this is a situation in which we cannot avoid a synchronous operation. This will not affect the player or play mode.