#Take a screenshot of your profiler
1 messages · Page 1 of 1 (latest)
ah well then that makes more sense
in play mode it takes more
You'll need to select a frame where the framerate drops.
its in edit mode rn so maybe thats the cause
Then profile again when the frame rate drops and select a more representative frame
here so i selected play mode and now the problem is that i cant see the detail on editorloop
if i want to see what causes the framedrop, and that is only possible with playmode, but i cant see the details on editormode, which is the actual cause of the framedrop then how can i find the problem at all ? maybe im just retarted idk
You still need to have the profiler in the editor mode to see the editor loop details...
This could theoretically be some kind of editor asset/plugin.
Does this happen in a new empty project?
Was that taken during actual play mode(not in profiler, but in the game tab)?
i mean i can just tell you that i never got a random framedrop before i put an object in front of my camera that serves as a weapon
What does that object have?
before it was just a gun for example, its a parent of 2 cubes put together which looked like a simple gun, then a gun sway script on the parent to make the cubes "sway", then looking at the ground it causes a massive framedrop for some reason. also the case without the "sway script"
What editor version are you using?
Ooohhh omg im so dumb
youre right
i didnt play while recording
So that was not taken in play mode..?
no
Ok, then that doesn't really tell us anything
during play mode
Expand the topmost branch(UpdateScene) a few times
It also looks like you have some crazy amount of vertices/triangles being rendered(almost 100 million)
like i said at the beginning, the model is only 35000 faces and maybe 80000 tris
Well, then something isn't right. Do you have thousands of these models in the scene?
It looks like it's waiting for the GPU to finish rendering, so it seems like your triangles count is the cullprit.
no
You can see what objects are rendered and their details in the frame debugger. Maybe use it and take a screenshot
wheres that ?
Windows - Analysis - frame debugger if I remember correctly
Start by expanding both the Drawing categories
Wait, are you still testing with both the scene and game view docked?
Go throw all the draw mesh commands and see how many vertices they have.
in a script ?
What script?
Select the draw commands one by one and check. Select the first one and take a screenshot
Yes. Check all the draw commands for things that have more than a million
You probably have more unoptimized meshes. Why does it need so many vertices?
i dont know it really doesnt have that much in blender i swear thats so weird
if i check the stats in blender then it shows a lower number
What stats are you checking?
do it
Do you have any modifiers on that object? And is that even the correct object?
Also, it would help if you show the mesh details in unity as well
good question because thats actually the main mesh blender file but i imported one that includes a sword with a idle pose so imma check that one out
same amount one the other modelk
subdivision and edgesplit are on these models
these are the modifiers
I'll also point out that the mesh in question is Unterarm.001, not just Unterarm
Subdivision would increase the vertices count exponentionally obviously
blender probably doesn't show it untill you apply it. And when you export the model, it's applied automatically.
Not sure about edgesplit.
Yes. Or export without applying the modifiers
good idea
would be simpler
yeah found the problem
thanks bro it was the subdivision
much better performance now
sorry for taking that much of your time btw
It's fine. Hope that taught you a few things, so that you can solve this kind of problems yourself in the future.