#yes, it doesn't happen on build.. or if
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i do believe it is the same spike
took me a minute to figure out the keypresses i needed to do to capture it.
Its taking me a minute to figure out how to debug this..
someone just suggested I do a deep profile + call stacks
but when I use deep profiler the frame rate is low enough as to not have the visible frame drop like im seeing here
at other times its my player loop
it appears that my code is .5% of the spike i keep seeing
or ~2%
Seems to be coming from the render loop
Why don't you expand it?
The numbers don't match though
#1230705755091501148 message
i did here i think
its the EditorBeforeUpdate.invoke
In the graph you have like 100ms., but the hierarchy shows only 2-3ms
NomNom just had me test a blank scene..
a completely empty scene also has the big ole spike
completely empty scene causing 149ms spike
has to be some asset i have
I do t see the CPU timings
But if it's the editor loop, you'll need to profile in editor mode
I mean in the hierarchy
ya, im trying to figure that one out.. this is the first time ive ever actually needed to profile like this
ohh yea
I don't really care about the graph. All the info you might need is in the hierarchy view
profiling in edit mode is tricky to me
i'll figure it out after i play with it some more.. im trying to figure out the order of how i need to get it running
You can toggle the record button to stop it from scrolling
ohh lmao..
this is what was visible earlier.. but imma have to try again.. i got to reset my scene right quick..
i was asked if im stacking camera's as well.. which i am not
That was a wrong frame. Only 3ms
Hmmm... Kinds looks like something that would only be called once during app load.
Or scene load I guess
Per camera
Unless you're rendering to a render texture
Have where? Is it referenced by a camera in a scene?
wow.. its actually being used as a base map on a material
its in my project window.. (not in scene)
i think ur on to something
Hmm... I don't think that's related. Since it's the editor loop, it's likely related to rendering the scene view.
ya, ur right.. false hope lol
soo.. it is scene related..
especially since the build has no spikes
Can you take a screenshot of your whole editor window when that happens?
That would make sense, since it's the scene view rendering. If it wasn't running you wouldn't see anything in the scene view.
does any of this info help?
So you're saying that the same spike repeats periodically?
yes like every couple of seconds or so
i use the blue timer to help me identify it
if my frame rate is lower. then the spike takes longer for it to become apparent.. which is also odd..
if i get the framerate down to 20-30 fps i dont even notice one
i noticed that when i was deep profiling
Can you capture the info of a second spike like that? I assumed that the screenshot is from the first spike you encountered?
yea ill try
The spike is more than 100 Ms though, so it should be noticable even on 20 fps.
i waited for the 3rd spike.. on an empty scene theres more spacing between them.
heres a version w/ the scene i was originally using
It seems to be running a camera setup.
I've no clue why it would do that.
Perhaps the old camera is being destroyed for some reason?🤔
i think im going to have to put this down for a minute. its taking longer than i anticipated and I have to cook diner..
But I appreciate you taking a look at it.. I know a lot more now (or atleast what to look for)
i'm going to pick back up on it when I can.. and now there's a thread so If i find out the issue or get any more details.. i'd be happy to share
im going to try to isolate just my stuff a bit more.. get rid of some third party assets i have in the project folder
Actually the setup seems to be done on every frame. Can you check the same hierarchy on a frame without a spike?
Can you expand the setup here?
Hmm, so it creates a render target here too.
Can you expand it the same way on a spike?
Aah, the render target setup is not what was heavy!
yea, sorry the way the Repaint parts are split in half had me confused
Seems to be bloom post processing effect. It shouldn't be that slow regardless.
Can you disable bloom and confirm that the issue is gone?
Wait, does it mean that you had pp enabled in an empty scene too?
no im back in my original scene..
but the other scene didn't have a volume
ur right.. ill try anyway
In this case, either there are 2 separate problems, or the bloom hides the real issue.
yea theres still a 151 ms spike w/o any PPFX
Can you hide the game tab so that it doesn't render and see if the issue occurs?
Yeah, but is it the same? Expand the hierarchy.
no, i think its different now.. the time drops off before we get that far down the hiearchy now
ya the numbers are a little less now
ah, nvm i think they're pretty similar... the GC alloc dropped alot tho went from 40ish to 9
if anything, atleast im familiarizing myself with this profiler.
That's weird the OnGUI itself is taking all that time. There must be something hiding from the profiler.
ya, i agree ( i mean.. i dont know as much as u do about this stuff ).. but since the very beginning when i noticed this problem.. it seemed to not make any sense
and i wish i would have noticed it sooner.. theres no telling how long ago this has been happening.. and i never noticed it until i added a camera script
Just to make sure, when you tested a new scene, was it in an empty project?
no, it was the same project, just a blank scene w/ camera and light
Okay, does that happen in an empty project then?
no.. (i made a new empty scene earlier)
where as this scene my low fps is 0 - 10 fps
but that video i just sent was not URP.. b/c i thought maybe my version of Unity's URP has a bug
i can try a blank URP project using this exact version and report back..
but it'll take me a min