Trying to run a 2d Platform game on an iPad mini 1st gen (A5 chip) but it runs slow.
This same game runs great on any apple device using A6 chip.
Should I just drop support for older devices?
Thank you all for the help! :D
profiler info from iPad mini 1st gen.
![alt text][1]
[1]: /storage/temp/106236-screen-shot-2017-11-25-at-34905-pm.png
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Ios Render performance help with profiler findings.
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SendMouseEvents - GC Collect Spike Issue
**Hello everybody,**
I was testing my game recently, checking the performance and I noticed the garbage spike out of nowhere, I looked it up and it was coming from 'SendMouseEvents'. It is a fairly big spike and I don't really know how to resolve this issue. Can someone give some tips on how should I deal with this problem? Thank you!
**[Profiler]**
![alt text][1] [1]: https://i.imgur.com/N0E6e9T.png
I was testing my game recently, checking the performance and I noticed the garbage spike out of nowhere, I looked it up and it was coming from 'SendMouseEvents'. It is a fairly big spike and I don't really know how to resolve this issue. Can someone give some tips on how should I deal with this problem? Thank you!
**[Profiler]**
![alt text][1] [1]: https://i.imgur.com/N0E6e9T.png
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Why is UI taking this much performance and how to reduce it?
I have a simple UI with two list of items. But when I turn it on game drops from 150fps (in editor) to 55fps. And if I have deep profiler turned on then it goes nuts into 10fps.
Here is the screenshot:
![alt text][1]
[1]: /storage/temp/106674-qie47nylr-sxurbdyi1q2q.png
I haven't worked too much with UI till recently.
But is this normal?
Is there something to be done about this UI lag?
And finally, am I doing something obviously wrong based on this screenshot?
Thanks!
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Profiler using a lot of memory
My memory profiler is using around 1GB of memory for profiling data.
This seems very strange to me, is there some way to limit the profiler or to change something in my project that'll reduce it?
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High CPU Usage on GFX.processcommands
Hi, Im running into high cpu usage on gfx.processcommands and I got no idea what is this. Can anyone explain this for me? Thanks
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CPU Usage Not Constant on iOS 11.2 (Metal) in Profiler and Xcode FPS CPU time != Profiler
Greetings...
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I've been trying to get a consistent/constant baseline for CPU usage on iPad Pro 9" with Metal enabled. I had a look at this Bug: https://issuetracker.unity3d.com/issues/ios-gfx-dot-waitforpresent-spikes-on-metal-every-few-minutes which I suspect is responsible but it talks specifically about GFX.WaitForPresent and I'm seeing spikes in Physics, Other and Renderer. I have not filed a bug at this point, first wanted to ask it here. Thank You in advance to anyone providing insight.
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Background: I have an empty scene with a plane and a cube, rigid body on the cube it's just sitting on the plane with a box collider. Lights are disabled, skybox disabled, background track is looping/playing, frame rate is set to 60. When I run this on the iPad and open up the profiler I see frame rate on the CPU reported below 250FPS (that's great!) but then I see spikes that reach to 100FPS (for no reason), some even to 60FPS or even 30FPS (although the latter does not happen often). The graph pattern is such that CPU usage goes low to ~250FPS then after a moment (2-3sec) it rises to a spike. Sometimes the spikes happen in the middle of the 250FPS section (if you take my meaning). When I remove metal and use OpenGL 2.0 I see a constant CPU usage, with metal I see this pattern of spikes and low usage (all over the place). With metal I see this even if I enable the Experimental renderer for metal in the Player settings. My concern is that when I start to add more and more functionality to the game these spikes will grow bigger proportionally.
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- Am I the only person seeing this on iOS metal? Or is this understood and accepted behaviour?
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The bug listed above states that iOS throttles the CPU usage to keep power usage small, then when a frame takes a bit longer to render it get's caught and we see a spike. In essence it's like working with a slower CPU for one or two frames. However what I'm seeing in the profiler seems to be all over the place disarray. Another thing I noticed was in Xcode Debug Navigator->FPS. When using OpenGL 2.0 with a device that is not Metal capable it shows the CPU usage that aligns with what Profiler is showing. If I run OpenGL on my iPad that is Metal the CPU in Xcode is 0 (not reported). I assume that this is an Apple bug or it just can't report in this circumstance. Lastly when I use Metal on the iPad Pro the CPU is always reported at around 16.6ms (which is the maximum for 60 FPS that my game is set at). Doesn't matter what is going on in the scene the CPU hovers around this area and never goes lower then that. This is not consistent with OpenGL 2.0 reporting with a GL device as noted above.
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- Why is the CPU usage reported in Profiler (connected to device) so different to what Xcode is reporting? It seems Xcode is reporting max that I can have while profiler is showing the real value. Anyone else seeing this? Is this Apple or Unity issue?
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If anyone can shed any answers or at least confirm what I'm seeing I would very much appreciate it.
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Thank You,
Regards.
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PS: Sorry about the dots between the paragraphs but the paragraphs are not being respected in my browser. I'm using Safari (latest). Also tried HTML tags but they don't work either.
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How to investigate spikes in total object count and meshes observed in the profiler?
I'm seeing gfx.waitforpresent spikes in the profiler, every couple of seconds or so. I'm sure it's a mistake on my part generating a ton of objects somewhere and then gradually destroying them before the next spike, where they're created again. How can I investigate this to pin down where the objects are coming from?![alt text][1]
See the image below. When gfx.waitforpresent spikes up, that frame has double the meshes from the previous frame, and 100 more total game objects versus the previous frame as well. Can I somehow use the profiler or other tools to profile what objects or meshes exist in a selected game frame? I want to dig deeper but I'm unsure how to proceed.
[1]: /storage/temp/107345-waitforpresent-spikes.png
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InspectorWindow.DrawEditors high CPU in Editor.
I have a script that is causing a huge amount of CPU usage in editor.
I've spent fair bit of time trying to diagnose what is causing this issue. I know it is coming from a custom script because it only happens when I have this particular gameObject selected in the scene, and the gameObject only has one script on it.
The script it a weather controller script in run time, but it can also be edited in the inspector which changed the lighting etc in the scene through the `OnValidate()` method. The weird part is there is no issues in run time. It is purely a editor performance issue.
I have tried putting this script into another scene to test and further diagnose the problem but it runs perfectly fine in that scene. As soon as I bring it back into the production scene I am getting terrible performance. The profiler looks like this ![alt text][1] [1]: /storage/temp/107519-editor-profiler.png
I can't seem to find anything in the docs about these functions and/or googling comes to no end.
Does anyone have an idea what those functions are or know how to solve this kind of problem.
Any help would be much appreciated.
Thanks.
I've spent fair bit of time trying to diagnose what is causing this issue. I know it is coming from a custom script because it only happens when I have this particular gameObject selected in the scene, and the gameObject only has one script on it.
The script it a weather controller script in run time, but it can also be edited in the inspector which changed the lighting etc in the scene through the `OnValidate()` method. The weird part is there is no issues in run time. It is purely a editor performance issue.
I have tried putting this script into another scene to test and further diagnose the problem but it runs perfectly fine in that scene. As soon as I bring it back into the production scene I am getting terrible performance. The profiler looks like this ![alt text][1] [1]: /storage/temp/107519-editor-profiler.png
I can't seem to find anything in the docs about these functions and/or googling comes to no end.
Does anyone have an idea what those functions are or know how to solve this kind of problem.
Any help would be much appreciated.
Thanks.
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What`s CullResults.CreateSharedRendererScene do?
][1]
![alt text][1]
[1]: /storage/temp/107690-2.png
Will the game Caton in operation. It should be related to the camera, and the problem is difficult to locate. Who can see where there is a problem. I judge Camera.Render->CullResults.CreateSharedRendererScene
1,Camera.Render use time self too much .How can I find what`s wrong?
2, What`s CullResults.CreateSharedRendererScene do ?
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UNITY Profiler shows higher CPU usage on Android than on editor
My 3D app gets a lot slower on my Android device, I checked the profiler and it seems like "Device.Present" takes 65% of my performance on Android. Also "Camera.Render" is 20%. I disabled the Canvas, and I only use default shaders. But I still get this result. I don't know what to do, this is the main problem with my app.
![alt text][1]
[1]: /storage/temp/108372-3333.png
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The Dictionary cost 400+b when construction,How to reduce it?
my unity version is 2017.2
when i create a dictionary,it cost 400+b in the profiler
![alt text][1]
[1]: /storage/temp/108561-tim图片20180104215944.png
how to reduce it?
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Cannot disable VSync after upgrading to Unity 2017.3
Hello,
I recently upgraded to Unity 2017.3, and while I have V Sync [disabled in the quality settings](https://i.imgur.com/lMSK5rM.png) and I do not have [any instances of Application.targetFrameRate](https://i.imgur.com/nC0Kl69.png) in my scripts, the [profiler is showing VSync](https://i.imgur.com/Hqnk3EJ.png) both in editor and on Android, along with capping the game's framerate.
I have been unable to find any new settings relating to vsync or reasons this could be happening. If anybody could point me in the right direction it would be very helpful.
Thank you very much!
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When a animation is loaded to memory?
In my setup i have a single Animator with all the enemies animations and a single prefab for the enemy, the enemy when Instantiated will pass its id to the Animator making it play that enemy animation.
![alt text][1] The problem is that when i looked at the profiler all my enemies where loaded in the memory.
And then when i was trying to figure out a solution, some weird stuff happend, i removed all my enemies from the project, freeing the memory, and then i put them back in the project, this time i look at the profiler and the memory still free of enemies.
Then i instantiate the enemy prefab and make it play one of the enemies animation, sure enough it was loaded to memory, but then i stop unity play mode, and play it again, i don't instantiate any enemy this time, but the previous enemy that i had instantiated in the last time is still in the memory u.u.
And that's why i'm asking, when a animation is loaded to memory? [1]: /storage/temp/109216-wutwut.png
![alt text][1] The problem is that when i looked at the profiler all my enemies where loaded in the memory.
And then when i was trying to figure out a solution, some weird stuff happend, i removed all my enemies from the project, freeing the memory, and then i put them back in the project, this time i look at the profiler and the memory still free of enemies.
Then i instantiate the enemy prefab and make it play one of the enemies animation, sure enough it was loaded to memory, but then i stop unity play mode, and play it again, i don't instantiate any enemy this time, but the previous enemy that i had instantiated in the last time is still in the memory u.u.
And that's why i'm asking, when a animation is loaded to memory? [1]: /storage/temp/109216-wutwut.png
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How to save detailed memory snapshot to file from Unity Profiler.
I use Unity profiler for collecting data about memory usage on mobile devices (Memory Profiler don't work with my app). I can get data with profiler and I need to save it for further detail view. I find UnityEditor.MemoryProfiler.RequestNewSnapshot command in Unity API but there is no any example of how to use it. If somebody knows how to use it please help.
P.S.
I need only data about memory usage.
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What is Profiler.CollectGlobalStats ??
I am having a bit of a performance issue here....
Can anyone help me understand what Profiler.CollectGlobalStats is ???
Refer to the Image :-
![alt text][1]
[1]: /storage/temp/109718-screenshot-31.png
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Can I use 'Deep Profile' outside of Editor?
Hi there,
I tried to do profiling the PC standalone build with 'Deep Profile' enabled.
but, it seems like auto-disabled when I execute the build.
so, I think I can't use 'Deep Profile' to profile the actual build. is it right?
if there is workaround, please let me know!
Thank you
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Understanding Profiler: Profiler Memory Shows GC Allocation but Overview does not
Please help me understand something. In my profiler screenshot below, I seen the Memory section that there is regular GC Allocation being done (which curiously enough coincides with Mesh Memory increase) -- but it goes back down.
However, in my overview section, the is zero GC Alloc being performed. What's going on here? Should I be concerned about these GC Allocs? Is there a memory leak? Using Unity 2017.3.0p3
![alt text][1]
[1]: /storage/temp/110092-profilermemory.jpg
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UpdateScreenManagerAndInput, which takes almost cpu usage in a profiler
What is it? I can't get any information about it in a profiler
It just takes almost cpu usage and my mental health too.
It makes fps fall under about 40fps in a VERY SIMPLE GAME EXAMPLE, not to mention about my game project.
What is it? And how to get rid it?
because of not coroutine, simple game example just has player reacted by direction button.
![alt text][1]
[1]: /storage/temp/110174-updatescreenmanagerandinput.png
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Font.CacheFontForText is 87.3% in the profiler and causes a HUGE lag spike
![alt text][1]
[1]: /storage/temp/110744-unity-profiler.png
Hello everyone, I am using a dynamic font, but Best Fit is not checked and pixel perfect is unchecked as well. When my character 1st shoots an enemy combat text gets displayed and there is a HUGE lag spike. Any idea how to remedy this performance problem?
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Unaccounted time between: spikes in cpu profile
I have a problem with "Unaccounted time between: Start of Frame and Camera.FindStacks" on cpu profiler.
Are you have any solution suggestion about for that? Thanks in advance.
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