I am running Unity 2017.2.0f3 and downloaded SDK 1.1.1
I could run the test scenes fine. I could create Reverb probes and adjust their position etc. without any trouble. When I go to open the reverb baking window, everything grinds to a halt. CPU use shoots up and the editor frame rate falls to <1FPS.
This project has 595 materials in it. I suspected that was the root of the issue. After digging around in with the editor profiler. I found:
ResonanceAudioAcousticMesh.GenerateFromMeshFilter() was allocating ~98.2MB every other frame
ResonanceAudioReverbBakingWindow.DrawMaterialMappingGUI() was allocating ~14.5MB (it looks like most of that was caused by AssetPreview.GetAssetPreview() )
As a test, I disabled the AssetPreview calls in the editor script for the Baking Window and that brought that window from unusable to simply sluggish.
I don't, of course, know all of how things are implemented under the hood. But I might suggest modifying the workflow a bit to allow the user to select which materials they want to be visible to the reverb baker (e.g. create a new list/array item > select the material > select the acoustic behavior ) rather than auto-mapping every material in the project.
Thanks for the suggestion and findings! We will discuss this issue internally to see how we can improve upon the material mapping workflow accordingly.
I am running Unity 2017.2.0f3 and downloaded SDK 1.1.1 I could run the test scenes fine. I could create Reverb probes and adjust their position etc. without any trouble. When I go to open the reverb baking window, everything grinds to a halt. CPU use shoots up and the editor frame rate falls to <1FPS.
This project has 595 materials in it. I suspected that was the root of the issue. After digging around in with the editor profiler. I found:
ResonanceAudioAcousticMesh.GenerateFromMeshFilter()
was allocating ~98.2MB every other frameResonanceAudioReverbBakingWindow.DrawMaterialMappingGUI()
was allocating ~14.5MB (it looks like most of that was caused byAssetPreview.GetAssetPreview()
)As a test, I disabled the AssetPreview calls in the editor script for the Baking Window and that brought that window from unusable to simply sluggish.
I don't, of course, know all of how things are implemented under the hood. But I might suggest modifying the workflow a bit to allow the user to select which materials they want to be visible to the reverb baker (e.g. create a new list/array item > select the material > select the acoustic behavior ) rather than auto-mapping every material in the project.