Search Unity

  1. Full schedule for #UniteBerlin is now available! Featuring talks on our roadmap, hands-on labs and much more! Check it out!
    Dismiss Notice
  2. Unity 2018.1 has arrived! Read about it here
    Dismiss Notice
  3. Scriptable Render Pipeline improvements, Texture Mipmap Streaming, and more! Check out what we have in store for you in the 2018.2 Beta.
    Dismiss Notice
  4. ARCore is out of developer preview! Read about it here.
    Dismiss Notice
  5. Magic Leap’s Lumin SDK Technical Preview for Unity lets you get started creating content for Magic Leap One™. Find more information on our blog!
    Dismiss Notice
  6. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Profiler Overview page contains misleading information

Discussion in 'Documentation' started by Peter77, Apr 14, 2018.

  1. Peter77

    Peter77

    Joined:
    Jun 12, 2013
    Posts:
    2,076
    https://docs.unity3d.com/Manual/Profiler.html says:
    Profiling the game running in the editor is very inaccurate, as the editor comes with performance overhead. The editor also allocates a ton of garbage memory that is completely gone in a build. For example, GetComponent calls, where that Component is missing, allocates garbage memory in the editor, but it does not in a build.

    Therefore, this Profiler page is very misleading. People should profile a build running on the target device to get accurate results. Profiling the game running in the editor is misleading.

    This issue comes up a a lot in the Unity forums. People profile in the editor and wonder about these things. Then everybody responds with "Please profile a build, not the editor".

    In order to minimize this support overhead in the forums, could you please add something along the lines:
    "For accurate results on performance and memory, profile a build running on the target hardware." in big bold letters to the Profiler Overview page.

    Thank you.
     
    MartinTilo likes this.