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EarlyUpdate.PoolPlayerConnection while remote profiling uses up to 12 000ms

Discussion in 'Editor & General Support' started by GloriaVictis, Mar 30, 2019.

  1. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    133
    Hello,

    We are using latest LTS (.23) version of Unity 2017. While we are remotely profiling its application we have spikes from EarlyUpdate.PoolPlayerConnection / ProfilerConnection Pool every few seconds which lasts up to 12k ms which totally biases our samples. I have a feeling, that the issue was not happening on the previous LTS'es (we were moving .7 for long time) but that also might be related to something which happened in our project what I am not aware of.

    Is there any way to bypass this issue, or run profiler from batch mode and save sample as Unity doesn't launch on machines without dedicated graphics?
     
    EvangelosBilis likes this.
  2. alexeyzakharov

    alexeyzakharov

    Joined:
    Jul 2, 2014
    Posts:
    507
    Hi,

    PlayerConnection increased times usually corresponds to profiler not being able to keep up with sending generated data over. What is the Player's platform you connect to? If you profiler over WiFi, try to use Ethernet or USB connection.
    Alternatively in the Player you can use Profiler.enabled API to dump data to disk and then open with profiler in the Editor.
     
  3. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    133
    It is PC-PC remote connection, we will try checking the Profiler API, thanks!
     
    alexeyzakharov likes this.