Are you using the latetest version 2.2.1 by any chance?
Yes, this is using 2.2.1. I’ve just tested it in the simplest way:
Create a new HDRP project. (I happen to be using 2021.3 LTS)
Create an empty game object and add a Cutscene to it.
Click “Edit in Slate” to open the cutscene editor. Observe that CPU use goes up very high. Probably one CPU core gets maxed out. This is with an empty cutscene with nothing added to it, other than whatever default Directory stuff it starts with.
Profiling the editor with the Slate editor open, you’ll see that Slate is doing a lot of work every single frame that the window is open. It doesn’t matter how simple of complex the cutscene is, the CPU usage seems constant (and high) at all times if the cutscene window is open. Maybe there’s stuff that’s running every frame that should only be running when something changes? I don’t know.
So, maybe this can’t be fixed, and it’s just a really unfortunate downside to making a Unity window, I’m not sure. I guess the question is why the editor repaints every frame if it’s not really supposed to?
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