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Unity on Mac, VS on Parallels

Discussion in 'Editor & General Support' started by Gardosen, Jun 2, 2020.

  1. Gardosen

    Gardosen

    Joined:
    Oct 25, 2014
    Posts:
    39
    Hello everyone,

    i am working on a macbook with unity3d, and it works pretty fine.
    but what is bugging me is Visual Studio (not even starting with mono)
    it is slow, laggy and over time (sometimes i am coding for 12hours+) it becomes less and less responsive.

    I read an article about the performance of Visual Studio 2019 in Parallels and tested it out, and i agree, it is much faster than Visual Studio for Mac.

    now I wanted to use the parallels version with my unity3d, but sadly this doesn't work.
    I can link the Visual Studio of Parallels to Unity and the editor will open. BUT

    1. I can not use Attach Debugger
    2. the project can not load the libraries I am using
    3. when I am double-tapping a C# file in my project in Unity, it opens 2 times visual studio. first the file single and then the solution.

    Can anyone help me sort this out?

    Kind regards
     
  2. John_MSFT

    John_MSFT

    Microsoft Employee

    Joined:
    Feb 21, 2018
    Posts:
    118
    @Gardosen

    The slow down issue with VS for Mac is interesting. The fact that it keeps slowing over time suggests some kind of memory leak or similar. If you Quit VS for Mac and re-launch it, is the issue better?

    I'd love to get some diagnostic information about this when you experience a slow down. The best thing would be when you start to experience slowness, go to the Help > Diagnostics > Toggle profiling. Then do whatever action is slow. Next, disable profiling from that same Toggle profiling menu item. A new .txt file will be in the log directory.

    Use Help > Report a Problem to file an issue on Developer Community and that will upload the logs and profiling information along with whatever details you can share about the problem and what you were doing. Make sure to mention it's with Unity projects and it will route to me and the team.

    Otherwise, share a link with me to the Developer Community post and I'll look at it ASAP.
     
    Gardosen likes this.
  3. Gardosen

    Gardosen

    Joined:
    Oct 25, 2014
    Posts:
    39
    thank you for this response.

    I highly appreciate that you are approaching me this way to get a better understanding of the issue.

    I will do what you suggested.

    some small information for now:

    I have a MacBook pro-2019
    CPU: 2,3 GHz 8-Core Intel Core i9
    RAM: 64 GB 2667 MHz DDR4
    GPU: Intel UHD Graphics 630 1536MB + AMD Radeon Pro 5500M 8GB

    i have 2 instances open.
    1. the solution which is used for the unity project
    2. the server core solution

    when I restart Visual Studio entirely, it works again as normal.
    It basically slows down over time.
     
  4. ProgrammerTurtle

    ProgrammerTurtle

    Joined:
    Oct 8, 2018
    Posts:
    28
    Your hardware should be able to run dozens of Visual Studio instances simultaneously. As @John_MSFT stated, slowing down over time is very likely to be due to a memory leak.
     
  5. Gardosen

    Gardosen

    Joined:
    Oct 25, 2014
    Posts:
    39
    so small feedback while I was working again yesterday.

    me and my friend we worked for 6 hours on our project.
    within these 6 hours, I was running 2 instances of Visual Studio for Mac 2019 latest version.

    after around 4 hours, it started that not only Visual Studio became slower, but our entire project was running slower.

    first hour:
    - login to the server ( handling of the packet + showing a breakpoint) < less than 100ms
    - doing stuff like friendslist check, matchmaking < less than 100ms

    after 4 hours:
    - login to the server ( handling of the packet + showing a breakpoint) < around 1-2seconds
    - doing stuff like friendslist check, matchmaking < around 2-5 seconds

    at the end at around 6 hours:
    - login to the server ( handling of the packet + showing a breakpoint) < nearly 10seconds+
    - doing stuff like friendslist check, matchmaking < 2-5seconds

    after I restarted my system entirely, everything went back to normal and the response between client and server (both local) was less than 100ms.

    We restarted the server and test client instances each time, we rebuilt the project, cleaned it, so it is unlikely that our code has anything to do with the slow down.
    I wonder if the issue is not directly within Visual Studio, but rather an issue of dotnet core?