From 2dfcc8d0458ca21b85fa319e45b9b96d8b753862 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Mon, 27 Oct 2025 15:49:57 +0100 Subject: [PATCH] [unity] Fixed UnloadUnusedAssetsImmediate causing very long build times by removing the statements. Closes #2960. --- .../Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs | 3 --- 1 file changed, 3 deletions(-) diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs index d78b2192c..df589b1dc 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineBuildProcessor.cs @@ -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)