Selecting Objects with Material Inspectors is Very Slow in Editor

Issue #490 closed
Tudor C. created an issue

1. What happened?

Unity Editor slows down to a crawl when selecting an object that contains a Material Inspector, especially a Standard Material. In our main project it produces a 570 ms delay.

2. How can we reproduce it?

  1. On an empty scene, add a few cubes with Default/Standard Material.
  2. Select the cubes.
  3. See slowdown.
  4. Profile Unity Editor.

3. If screenshots would help explain or demonstrate your issue, please include these.


4. What version of Unity are you using?


5. What version of Odin are you using? (See "Tools > Odin Inspector > About")

Latest 2.0.14

6. Do you have Editor Only mode enabled?

No. Default settings

7. What operating system are you on?

Windows 10

Comments (2)

  1. Bjarke Elias

    Thanks for the report! I've reported one as well to Unity about this a while ago, and it's up to Unity to fix this one, not really much we can do about it, you can read more about it here:

    According to them it should be fixed? So it may work updating to the latest version of Unity 2018.3? But I honestly think it was incorrectly marked as a duplicate, I've seen issues about it on the forums as well. It comes in many different flavors.

    I'll confirm that the problem is still present, and poke Unity about it again.

  2. Xavier Guilbeault


    We are experiencing the exact same issue on our side, which essentially makes Odin unusable for us. While I understand this is in the hands of Unity, I wouldn’t consider this issue as “closed” since it’s not resolved. I’m personnaly on 2019.2 with the last Odin build.

    With the same data I go from 4.3 seconds in UpdateScene (mostly in MaterialEditor.OnEnable) to 13 seconds with Odin. Not only that, the editor becomes almost unusable after this with taking 84 ms in InpectorWindow.Paint with Odin, while I don’t even see the inspector methods come on in the profiler when I’m not using Odin.

    It’s a pretty easy setup to reproduce on our side: Just added a MeshRenderer with 32 materials. It exacerbates the issue (I don’t think we’ll have a lot of objects with 32 materials), but it makes it clear that Odin is quit intense on the perf side.

    Is there a known workaround? Maybe disabling Odin for MeshRenderers could be a possible solution, but we haven’t been successful.

    Thanks and have a good day.

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