Unity Unescesairly Updates Graphs Each OnGUIUpdate
I have run into a massive issue that prevents me from properly using the substance plugin with unity. For some reason, the developers thought it would be a good idea to generate all graphs for each drawn frame in the unity editor when selecting an SBSAR file. This may be all fine and dandy for smaller sbsars but considering a lot of your source scans are upwards of a quarter of a gigabyte in size. This leads to 3 - 4 second hangs between generations and the sbsar inspector is unusable.
I recorded this short clip demonstrating the problem. The first few sbsars I select are a few kb in size. The last one I selected was 250 Mb in size. The editor is fine if I skip the sbsar file and go straight to the graphs and materials within the asset. However, as you realise i was trying to delete the name of the stone_soft sbsar but it locks up and becomes unusable. I realised I am running from a traditional HDD, I will try an SSD and see if it improves. Regardless I think it's unnecessary to constantly recalculate the graphs for each frame.
I think this problem could be solved if there was a button to manually generate the graphs rather than doing it each update.
