#Initialization System Group Taking A Lot Of Time

1 messages · Page 1 of 1 (latest)

deep lion
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i have a singleton component, and whenever i change those values in the editor the initialization system group goes from taking 0.2ms to 2ms, it doesn't look like a lot, but i am only changing some values in the editor.

hollow tide
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it's rebaking your scene to account for the singleton change, I assume there are a bunch of objects in it?

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(at least I see some Conversion.Convert and BakeScene calls)

deep lion
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does it rebake for all entities spawned at runtime?

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but if i change the singleton component via system, that rebaking doesn't happen

uncut steppe
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If you change the values on your Terrain Loader Authoring component, then of course it will trigger a rebaking.

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Authoring does not equal to entities though.

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Authoring is just a tool that lets you specialize the runtime entities.

uncut steppe
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When you enter play mode, the subscene entities will be loaded into the ECS world's entity database. Systems will operate on this database. When you exit play mode, this database will be destroyed along with the ECS world.

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In play mode, your subscene is fully baked. The authoring component doesn't exist anymore.

hollow tide