Search Issue Tracker
By Design
Votes
0
Found in
2019.3.0a1
2019.3.0a3
Issue ID
1155259
Regression
Yes
[Tilemap] Saving the time of tilemap in prefab mode is a lot more than older version of Unity
Saving the time of tilemap in prefab mode is a lot more than older version of Unity
Steps to Repro:
1. Create a new or open attached project
2. Window > 2D > Tile palette
3. Create a new Tile palette
4. Add a Sprite to Tile palette
5. Drag Grid gameobject from hierarchy to project window to create a prefab
6. Open grid prefab
7. Paint sprite on tilemap
Actual Result:
Time taken to save a tilemap prefab is a lot more than earlier unity versions
Expected Result:
Time taken to save tilemap prefab should be fast enough
Environment:
Windows Only
Occurring with:
2019.3.0a3, 2019.3.0a1
Working with:
2019.2.0b3, 2019.1.4f1
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note:
When Auto Save in Prefab Mode is turned on, after every edit action, the changes need to be updated to the asset, which can take a while (and does take a while in a previous version with a large Tilemap).
Instead, Auto Save in Prefab Mode can be turned off and changes can be saved manually for a better editing experience.