#Multi select performance

1 messages · Page 1 of 1 (latest)

worn mural
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What's below that entry?
Something's allocating a ton

zinc gazelle
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oh my god that's so much garbage

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There's something mildly interesting about those numbers

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it's almost like a factorial series

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I bet the number of calls goes up catastrophically if you keep scrolling down

proud mulch
proud mulch
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the problem is how to know which script is doing that

worn mural
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Is there anything under the other ones with high percentanges?

proud mulch
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other are all 1% or below

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or small mb gc

worn mural
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well, something's calling the allocator roughly a million times

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Does call stacks have GC Alloc enabled?

proud mulch
worn mural
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When you select the GC Alloc, enable Calls in the middle right

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does the Called From area give any more relevant details?

worn mural
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Nothing helpful I can see

proud mulch
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yeah i'll try to put code profiling on third party tool's scripts and see which one is taking a lot of ms

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alternatively i can export the profile data maybe you can spot something while looking at it

proud mulch
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i was not expecting that wtf

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its the unity custom layout

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i had tons of tabs

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default has 0 delay betwen selecting multiple game objects

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but wait maybe one of the tabs i have is actually a third party asset generating GC

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lemme test which one

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oh i think i know now

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i had two debug windows

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at the same time XD

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one of them was kinda hidden i didn't notice it

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closing the second one had a singnificant impact on speed now its like 80% faster

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damn

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thanks again for taking the time to help i highly appreciate it you the goat

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i'd say its kinda weird they generated that much GC when they weren't being displayed in the first place they were just sitting there

worn mural
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Did the object you were inspecting have a large array and it's expanded?

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I've seen lag with debug inspectors before

proud mulch
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i got all scenes unloaded just in case

worn mural
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weird, I wonder what object freaked it out