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ProBuilder Poor Performance

Discussion in 'World Building' started by Brad-Newman, Jun 5, 2018.

  1. Brad-Newman

    Brad-Newman

    Joined:
    Feb 7, 2013
    Posts:
    185
    Using ProBuilder 3.0.6 in Unity 2018.0.1.f2.

    Overall performance of ProBuilder is very very slow. Is this normal? Are performance improvements coming down the road? Some issues I've experienced when editing verts, edges, faces of a model include:

    Zooming Stalling
    1. Move some verts.
    2. Alt + Right Mouse Button Drag to Zoom
    3. Zoom doesn't work, the zoom just stalls for like 2 secs.
    4. Zoom finally works after trying to zoom again.

    Tool Switching Stalling
    1. Move some verts.
    2. Press R to switch to Scale.
    3. Tool doesn't switch, stalls for like 2-3 secs.
    4. Tool finally switches to Scale.

    Undo Long Stalls
    Overall Undo seems super busted. Hitting Ctrl+Z to under moving a vert can cause several second pauses.
     
  2. Brad-Newman

    Brad-Newman

    Joined:
    Feb 7, 2013
    Posts:
    185
    Another issue:

    Selection Stalling
    1. Move some verts.
    2. Try and drag select some other verts.
    3. UI stalls and verts aren't actually selected until 1-2 secs later.
     
  3. kaarrrllll

    kaarrrllll

    Unity Technologies

    Joined:
    Aug 24, 2017
    Posts:
    552
    That is not typical. Could you please create a bug report, and include a small scene exhibiting the problem?
     
  4. Brad-Newman

    Brad-Newman

    Joined:
    Feb 7, 2013
    Posts:
    185
    Submitted bug report: Case 1073990
    https://fogbugz.unity3d.com/default.asp?1073990_jr478hvk57a8le40

     
    Etiennebt and Paul-Swanson like this.
  5. Paul-Swanson

    Paul-Swanson

    Joined:
    Jan 22, 2014
    Posts:
    317
    This happens to me as well. Seems like the moment i try undo. I'm no where near close to 20,000 I'm talking less than 100 or so.
    Even restarting the editor doesnt fix it. Seem like its something left in the meta data or something as it appears to be non volatile.
     
  6. Pheck

    Pheck

    Joined:
    Jul 9, 2009
    Posts:
    225
    (for anyone else seeing problems)
    I just tried adding probuilder (4.0.2 in Unity 2018.3.0f2) to a existing project and see about a 17 second additional delay when hitting play before my fairly empty test scene runs. I havnt added any elements to the scene with probuilder yet... just the package existing causes the large delay. because its a delay before first frame, the profiler isnt running and cant tell me what it is. Windows doesnt report any particular consumption from unity either.
    This is on a desktop with fairly strong cpu/gpu/ssd/memory, etc.
     
  7. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,697
    Yea pro builder is very slow, when i move uvs the editor locks up for 6 sec.
     
  8. kaarrrllll

    kaarrrllll

    Unity Technologies

    Joined:
    Aug 24, 2017
    Posts:
    552
    This was fixed in 4.0.3

    https://docs.unity3d.com/Packages/com.unity.probuilder@4.1/changelog/CHANGELOG.html#403---2019-01-25
     
  9. kaarrrllll

    kaarrrllll

    Unity Technologies

    Joined:
    Aug 24, 2017
    Posts:
    552
    That sounds like a different issue, have you filed a bug report?
     
  10. RoughSpaghetti3211

    RoughSpaghetti3211

    Joined:
    Aug 11, 2015
    Posts:
    1,697
    Ok turns out it’s because I was in play mode. I was using pro builder to inspect a procedurally generated meshes UV. Thanks for the replay
     
  11. Zarod

    Zarod

    Joined:
    Jan 20, 2016
    Posts:
    58
    Hi, sorry to bother you, i'm experiencing a vert annoying lag with pro buidler

    Version 4.4.0
    Unity 2019.4.12

    ... but, i think i can guess why it's slow.

    I am guessing pro builder is using the cpu to exectue both processes Editor.pain and "something else". paint

    thus, if you have an everyday CPU, it will be a problem ... as the CPU usage jumps up from 6 with probuilder window closed, to 16 when open.

    If that's the case and it cannot be changed, well, at least the pc isn't doing something meaningless.

    If it is instead a bug, or this could be optimized, it would be great.
     
  12. Zarod

    Zarod

    Joined:
    Jan 20, 2016
    Posts:
    58
    I might be projecting my own inexperience xD but i remember trying to make something creative with input/output of textures a while back, and I couldn't understand how to offload the processing of the images to the GPU ... so i straight chose to use the CPU to read " PIXEL BY PIXEL" (lmao) each image.

    Goes without saying ... every time i needed to load an 1080p image, the game froze for half a second or so.