[unity] Fixed UnloadUnusedAssetsImmediate causing very long build times by removing the statements. Closes #2960.

This commit is contained in:
Harald Csaszar 2025-10-27 15:49:57 +01:00
parent f6445e69dd
commit 2dfcc8d045

View File

@ -98,7 +98,6 @@ namespace Spine.Unity.Editor {
if (SpineEditorUtilities.CleanupSpinePrefabMesh(prefabGameObject)) {
prefabsToRestore.Add(assetPath);
}
EditorUtility.UnloadUnusedAssetsImmediate();
}
AssetDatabase.StopAssetEditing();
if (prefabAssets.Length > 0)
@ -149,7 +148,6 @@ namespace Spine.Unity.Editor {
#endif
}
}
EditorUtility.UnloadUnusedAssetsImmediate();
AssetDatabase.StopAssetEditing();
#if !HAS_SAVE_ASSET_IF_DIRTY
if (textureLoadersToRestore.Count > 0)
@ -199,7 +197,6 @@ namespace Spine.Unity.Editor {
spriteAtlasTexturesToRestore[assetPath] = AssetDatabase.GetAssetPath(atlasAsset.materials[0].mainTexture);
atlasAsset.materials[0].mainTexture = null;
}
EditorUtility.UnloadUnusedAssetsImmediate();
}
AssetDatabase.StopAssetEditing();
if (spriteAtlasAssets.Length > 0)