![]() ![]() ![]() This also only happens on Asset Database V2. The Choreographer_MessageHandler is definitely not a dependent script, that is our message processing script.Īlso, it doesn't matter what script I change, all those prefabs are reimported every time on any script. What is causing this? How can I fix it? Having the team wait minutes after each code change is killing us.Ĭlick to have pasted the output below. Platform modules already initialized, skipping Loading mode Default (0) for mode-current-id-GameName I've used OnPreprocessAsset in order to see what information I can get about this, but beyond getting a list of the assets being imported I can't see anything useful in there. Prefabs that have no 3D geometry at all do not reimport. Prefabs that were imported directly from FBX do not reimportģ. All the prefabs that reimport have several sub objects inside them with 3D geometryĢ. I have looked into which prefabs it is reimporting and which it isn't. And it will reimport hundreds of prefabs for no reason. You can literally just add a comment to any script, save, and click back on the editor. This has slowed us down immensely as it takes a few minutes to do this. Since updating to 2019.4.4 we have been having an issue where any code change results in tons of prefabs reimporting. ![]()
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