Hi all!
I have a question regarding the speed of FMOD Reference Updater. In our Unity editor, it’s taking incredibly long to scan - 15min in average. Is there a way to speed this up?
I would like to give you more info, but apart from unity scanning every single prefab, item, down to the last corner of the project, I don’t know what else to share with you. Does anyone have any experience with this?
Thank you.
15 minutes? That sounds wild. I don’t have much experience, but:
Having the project on an SSD or removing unused scenes from your Unity project’s Assets folder should improve scan times.
As a reference for quick it can take, it takes around 40 seconds to scan 64 scenes in my Unity 2D project on my SSD, and 5 seconds to scan the rest (including 313 prefabs). I have a reasonably new gaming laptop.
Hi,
Thanks for reporting the issue - 15 minutes definitely seems out of the ordinary unless your project is absolutely massive. I’ll do some testing on my end and see whether there’s anything that can be improved, but for reference, can I get you to run the following lines of code to count the assets that the EventReferenceUpdater
scans, and provide me with the results?
string[] searchFolders = { "Assets" };
int totalPrefabs = AssetDatabase.FindAssets("t:GameObject", searchFolders).Length;
int totalScenes = AssetDatabase.FindAssets("t:Scene", searchFolders).Length;
int totalScriptableObjects =
AssetDatabase.FindAssets("t:ScriptableObject", searchFolders).Distinct().ToArray().Length;
Debug.Log("Scanned asset counts:" +
"\nPrefab count = " + totalPrefabs +
"\nScene count = " + totalScenes +
"\nScriptable Object count = " + totalScriptableObjects
);