#Should I be worried at these internal JobHandle.Complete() calls?
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Each JobHandle.Complete will schedule all previously scheduled jobs and make sure the ones with dependencies finish before the system starts. However, from that graph it looks like you don't actually have any jobs running that the JobHandle.Complete runs, so it shouldn't have a performance impact I think?
Do you have any jobs in your game?
I do. I use a job in every system but they don't always execute due to empty query (mostly due to IComponentEnableable). I avoid completing jobs myself but I didn't realize that the API could call them internally.
how many ms do the systems above the jobhandle.Complete take?
Because I'd recommend just setting up a stress-test world and profiling that