Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

BehaviourUpdate standard percentages

Discussion in 'Editor & General Support' started by Arash_R, Jul 18, 2017.

?

BehaviourUpdate standard percentages

  1. 10

    0 vote(s)
    0.0%
  2. 10

    2 vote(s)
    100.0%
  1. Arash_R

    Arash_R

    Joined:
    Jul 17, 2017
    Posts:
    3
    I'm getting issues with performance in the BehaviourUpdate portion of the profiler.
    I would like to know what is the normal (standard) percentage for BehaviourUpdate in the profiler for a mobile FPS game project?
     
  2. Dave-Carlile

    Dave-Carlile

    Joined:
    Sep 16, 2012
    Posts:
    967
    Arash_R likes this.
  3. Arash_R

    Arash_R

    Joined:
    Jul 17, 2017
    Posts:
    3
  4. Ironmax

    Ironmax

    Joined:
    May 12, 2015
    Posts:
    890
    ehh what? BehaviourUpdate standard percentages what is that?
     
  5. Arash_R

    Arash_R

    Joined:
    Jul 17, 2017
    Posts:
    3
    Thank you guys.
    The problem in my project was in a script related to a Update() string. In this string, the postion of player and also selecting the furthest spawn point was checking permanently. So, it was spending a lot of CPU time during the play.
    I resolved and modified it and now the BehaviourUpdate is around 40%. I think it is good for my game.
     
  6. Ironmax

    Ironmax

    Joined:
    May 12, 2015
    Posts:
    890
    If your doing string check on each update frame. that means your doing array of char every frame. That will draw allot of CPU power..