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Editor Importer Optimization: AssetDatabase StartAssetEditing & StopAssetEditing blocks#2774

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ousttrue merged 5 commits intovrm-c:masterfrom
GeneTailor:asset-editing-blocks
Feb 19, 2026
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Editor Importer Optimization: AssetDatabase StartAssetEditing & StopAssetEditing blocks#2774
ousttrue merged 5 commits intovrm-c:masterfrom
GeneTailor:asset-editing-blocks

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@GeneTailor
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Setup AssetDatabase.StartAssetEditing() and AssetDatabase.StopAssetEditing() blocks around sections where the Import VRM creates assets that the Unity Editor has to import. This allows the Unity Editor to batch import operations which is generally more performant.

Only tested on a single Windows machine using 3 Vroid sample VRMs but regardless of Built-In or URP render pipeline reduces import times by almost 50% for me. Unknown if changes would be as beneficial on other OSes and hardware.

Also added timing code and some ProfilerMarkers for Import VRM to make it easier to observe performance.

…b and related assets in onCompleted callback delegate inside vrmAssetPostprocessor.ImportVrmAndCreatePrefab() to batch Unity asset importing.
…tion of TextureExtractor.ExtractTextures() to batch the importing of created Textures.
@ousttrue ousttrue added this to the v0.132.0 milestone Feb 18, 2026
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LGTM

@ousttrue ousttrue merged commit c005fe0 into vrm-c:master Feb 19, 2026
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