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Hi Hyp-X You can call Application.Quit() to make the app exit and print the report, but I agree; we should have an api that either prints the...
Hi. This is caused by an allocation happening during f.ex an UnloadUnusedAssets (on our side). Do you have the log file for the run (that should...
The issue is that we are now showing that time is spent (instead of just having a blank section in the timeline). The more recent the version of...
@Codemonger I'll take a look. It is likely something platform specific that we don't have profiler markers around @Wright I did a quick check, and...
Thanks for the feedback @Codemonger: What platform? Editor or player? @Wright: Editor profiling doesn't have as good coverage as the game loop,...
Hi. In 5.5 the unaccounted sample will have additional text, to tell us where the un-instrumented code is. If you try with the current 5.5 build...
Hi. The reason you might see loading happening under render, is that an asset is referenced for the first time, and is getting loaded because of...
Hi. In the Editor, memory usage can be vastly different from the usage in players, because of textures and meshes that are kept in memory, and...
Thanks I'll look into this. I've changed the text in the profiler, to give more information about where the instrumentation is missing. This will...
Hi. The unaccounted sample is injected, when we have a section of the frame that doesn't have profiler samples around the block (easier to see in...
Hi Thanks for catching this Could you submit a bugreport with a repro project? Thanks Kim
Hi Daniel Thank you for that repro. I'm looking into a few things that this uncovered: - Editor seams to redraw the profiler window too many...
Hi. From looking at the screenshot, the Deep Profiling is still enabled. This adds significant overhead to all managed calls. Could you try the...
Regarding 'deep profiling'. This is only supported in the editor, as it requires the assemblies to be patched and reloaded.
Hi. I think you are hitting a bug (that we have just fixed), where our timers wrap around at 5 seconds. Some of the numbers you have been getting...
Hi You can add it to your startup code on f.ex. your camera -Kim
Hi. Thanks for reporting this. It has been fixed and will be in unity 5.1 We have also added UnityEngine.Profiler.maxNumberOfSamplesPerFrame where...
Hi LoadLevelAdditiveAsync does load all the objects in the background, and does most of the prepping with uploading textures and meshes to the...
Hi. There has been a leak fixed in mono related to these allocations. This is fixed in 4.3. Hope that reflects on a more stable application...
Hi. When doing a singleton manager like the one in your script: public class TextureManagerScript : MonoBehaviour { public Texture Texture;...