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Discussion in 'Scripting' started by Fekzh21, Mar 7, 2019.
Does anyone have any idea how to solve this?
Isn't that just the CPU usage of the editor itself?
Profiling within the Editor might give you some insight into how expensive some of your code is compared to some of your other code, but it's pretty unreliable in terms of the overall performance of your application. As Joe said, that's just how much time the Unity Editor is using up.
If you want to properly profile your application, you'll need to create a build of your application, and attach the profiler to the built version.
Profile on a build outside the editor. Preferably on your target device. Profiling inside the editor will just give you junk.