Questions tagged [profiling]
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38 questions
1 vote
0 answers
58 views
Hooking Unity script loading?
I'm jumping in a huge Unity project and looking for ways to develop an initial understanding of the code base. I'm wondering if it's possible to have the name of the scripts that are being loaded at ...
1 vote
0 answers
83 views
Unity Editor Hiccups
I've just started getting Editor hiccups during Play mode (new project) & unable to find out whats causing it. Is there a way to find out what calls the editor's making to try & debug this? ...
1 vote
0 answers
176 views
How to use Profiler samples to profile Start method?
When I use Profiler.BeginSample("Update Example") and Profiler.EndSample() in ...
0 votes
1 answer
459 views
CPU / GPU usage are both below 100% - what is bottlenecking my game?
I've been developing a C++ OpenGL game for the last couple of months. A few weeks ago I was profiling the game and I noticed that the GPU usage was almost at 100% (with the framerate uncapped). I ...
1 vote
1 answer
903 views
Unity Profiler - How do I correct Audio (WASAPI) Feeder issues?
I've got the following data after running the Unity Profiler: If I'm reading this correctly, the thing that's driving me down to ~1 FPS is the CPU Audio. I can't understand what's going on here, ...
3 votes
2 answers
1k views
What is the purpose of the Allocation Callstacks button in Unity's Profile window?
I have an idea of what this button does, but I cannot find any specific information in the documentation. What information does this button add to the profiling data? How can I see this extra ...
1 vote
1 answer
2k views
Avoiding GC Allocation in Unity UNet API
I'm trying to profile the game using Unity Profiler, I can see in the Hierarchy tab that there's an 18.3 KB correlated to ...
9 votes
3 answers
11k views
OpenGL - How come drawing sprites takes so much performance
I'm wondering how drawing simple geometry with textures can eat up so much performance (below 60fps)? Even my good graphics card (GTX 960) can "only" draw up to 1000 sprites smoothly. The textures I'm ...