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Higher than normal CPU utilization in RC1 webplayer?

Discussion in 'UGUI & TextMesh Pro' started by YukiYukiko, Nov 12, 2014.

  1. YukiYukiko

    YukiYukiko

    Joined:
    Jul 7, 2014
    Posts:
    7
    Just wondering if anyone else has noticed this. Its not a horrible unplayable lag, but it seems that webplayer is forcing my CPU to max overclock even if its only using 15% of one core. Prior to RC1 i noticed my CPU frequency hovering around 1.6 ghz (2.2 ghz underclock), now it jumps straight to 4.5 ghz (0.7 ghz overclock). This creates noticeable lag for some of our players, Though it doesn't seem to be a wide spread issue.

    Anyone have any thoughts of what i can try to bring it down? Already have frame rate capped at 30. Or is this an issue with the new RC1 release?
     
  2. razielanarki

    razielanarki

    Joined:
    Jun 1, 2014
    Posts:
    58
    I noticed the same issue in my project.

    I have multiple overlaying gui elements hidden using a canvasgroup (alpha=0, interactable=false, block raycasts=false), from which only one is visible at a time, and there seems to be a randomly appearing laggyness, that sometimes appears and goes away when clicking on something.

    i suspect an eventsystem/raycast issue, as when i disable the gameobjects instead (and their child hierarchies by proxy) the lag goes away, but that has some unwanted side-effects (breaking of the layout retrigger in embedded layoutgroups. or simetimes breaking the showing/hiding of child elements etc), which are hard to work around (in my case).

    for me, the problem is only apprent in the webplayer, previewing in the editor is fine.

    i already submitted a bug report to unity (case 647097, with the latest version of my project), so lets hope they can fix it soon :)
     
    Last edited: Nov 12, 2014
  3. razielanarki

    razielanarki

    Joined:
    Jun 1, 2014
    Posts:
    58
    this is still an issue in RC2.

    Unity devs: please advise, am i doing it wrong?