#Multi select performance
1 messages · Page 1 of 1 (latest)
oh my god that's so much garbage
There's something mildly interesting about those numbers
it's almost like a factorial series
I bet the number of calls goes up catastrophically if you keep scrolling down
lemme check
the problem is how to know which script is doing that
Is there anything under the other ones with high percentanges?
no
other are all 1% or below
or small mb gc
well, something's calling the allocator roughly a million times
Does call stacks have GC Alloc enabled?
When you select the GC Alloc, enable Calls in the middle right
does the Called From area give any more relevant details?
Nothing helpful I can see
yeah i'll try to put code profiling on third party tool's scripts and see which one is taking a lot of ms
alternatively i can export the profile data maybe you can spot something while looking at it
omg i finally found out the culprit XD
i was not expecting that wtf
its the unity custom layout
i had tons of tabs
default has 0 delay betwen selecting multiple game objects
but wait maybe one of the tabs i have is actually a third party asset generating GC
lemme test which one
oh i think i know now
i had two debug windows
at the same time XD
one of them was kinda hidden i didn't notice it
closing the second one had a singnificant impact on speed now its like 80% faster
damn
thanks again for taking the time to help i highly appreciate it you the goat
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
Did the object you were inspecting have a large array and it's expanded?
I've seen lag with debug inspectors before
weird, I wonder what object freaked it out