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Bug [FIXED] Big spikes in Editor making the game untestable

Discussion in 'Editor & General Support' started by Jordi_Unitys, Jul 23, 2022.

  1. Jordi_Unitys

    Jordi_Unitys

    Joined:
    Dec 15, 2016
    Posts:
    19
    Unity version used : 2020.3.22f1 <DX11>

    Every time an object instance (using a pooling system) in our gameplay screen spawn, the editor drops to 10 -15 fps making it untestable.

    In the screenshot attached below, V sync has been disabled and target frame fps too.

    When v sync was enabled and the target frame rate was set to 60, the spikes did come from WaitForTargetFps but now apparently, the pike comes from EditorLoop, I have no idea what to look for.

    The spikes don't seem to happen in build.

    A bit of help would be welcoming as it is making our production workflow way slower.

    Thanks!

    -Jordi Roca

    upload_2022-7-23_14-45-54.png
     
  2. Jordi_Unitys

    Jordi_Unitys

    Joined:
    Dec 15, 2016
    Posts:
    19
    The same is happening in the 2021.3.6f1 version.

    upload_2022-7-23_15-44-38.png
     

    Attached Files:

  3. Jordi_Unitys

    Jordi_Unitys

    Joined:
    Dec 15, 2016
    Posts:
    19
    Update:

    Profiling the Editor instead of Playmode just gave me more info on what is inside Editor Loop.
    As you can see the EditorApllication.Internal_CallHierarchyHasChanged() is the origin of those Spikes.
    upload_2022-7-24_11-14-41.png
     

    Attached Files:

  4. Jordi_Unitys

    Jordi_Unitys

    Joined:
    Dec 15, 2016
    Posts:
    19
    More info with deep profiling:

    upload_2022-7-24_11-23-24.png
     
  5. Jordi_Unitys

    Jordi_Unitys

    Joined:
    Dec 15, 2016
    Posts:
    19
    Update: Issue fixed
    It was caused because of the Febucci Hierarchy plugin, disabling "Update In Play Mode" fixed it.