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Question Super low fps on super simple game, but why?

Discussion in 'Editor & General Support' started by JardineiroZumbi, Dec 2, 2020.

  1. JardineiroZumbi

    JardineiroZumbi

    Joined:
    Nov 21, 2020
    Posts:
    4
    I've been learning Unity for a few days now, and have been working on a simple game, following Brackey's "How to make a Video Game in Unity" series. The full version of the game is super simple, and mine isn't even done yet, but every time I try to play, my fps drops to 1. This only happens when running the game, the editor works fine if not. It's probably a setting that I turned on by accident, but I can't find it. Are there any common issues that might be causing this? Over 1000ms is just absurd
     

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  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    A game can be created super simple, yet be extremely demanding on hardware. There's not enough information in your post to point to an exact reason. The Profiler though will tell you where Unity is spending all its time while running your game, so is a good first place to investigate these kinds of issues. Also, of course performance is highly dependent on your hardware, where even extremely simple and light games can run very poorly if your computer hardware is not up to the task of running them. You haven't mentioned your computer specs, so no idea if that is an issue here either.
     
  3. JardineiroZumbi

    JardineiroZumbi

    Joined:
    Nov 21, 2020
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    My specs aren't exactly great, I have a 2015 MacBook air with 4 GB of RAM and a 1,6 GHz Intel Core i5 Dual-Core. What's interesting to me is that I downloaded the FPS microgame from unity, which is way more complex, and it runs perfectly. I'll take a look at the profiler.
     
  4. JardineiroZumbi

    JardineiroZumbi

    Joined:
    Nov 21, 2020
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    Also, the problem started a little bit after I added a canvas with some text as an overlay, but when I removed it and tried again, it was just as slow, so no luck yet
     
  5. JardineiroZumbi

    JardineiroZumbi

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    Nov 21, 2020
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    According to the profiler, the problem here is FixedUpdate.PhysicsFixedUpdate consuming more CPU than it should, a bug that (apparently) has to do with the rigid body component, and that was found in 2017 (I think) but is still seen sometimes. From what I understood, it has been fixed before but keeps coming back.

    I'm on 2019.4.14f1 btw
     
  6. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,160
    It might be good to re-raise it, or rather, report a new bug on it? I'm not sure I understand if this is a bug or not but if it is, raising it again might reopen the old one with more context (your specific scenario) or just highlight a new issue with similar symptoms.