I'm currently having the problem that the Unity Profiler (allegedly) has so much overhead, that the profiling results are not accurate. I'm not speaking from profiling inside the editor, I'm speaking of profiling a player on the target hardware. I found that updating UI texts is expensive (link). According to @Stephan_B, it only appears to be expensive, because of the profiling overhead and the player being a development mode build (not using script debugging though). Stephan kindly went into more detail here. I would like to know how I can get reliable profiling data that accurately represent what's going on in my game? I need to understand where performance is being spent. The discrepancy of what I measure 1.5ms+ and the suggested 0.1ms real cost is huge and I would like to see/measure it in the profiler and not rely so much on opinions. I thought the Unity Profiler is capable for doing that?! Thanks for any help!