I did not noticed this kind of behavior in 2017.2. It does not matter if I run it in maximized or in editor. FYI its VR game project.
I did not noticed this kind of behavior in 2017.2. It does not matter if I run it in maximized or in editor. FYI its VR game project.
I had that same thing happen on PC using the latest 2017.3. But it only happened once so no clue what triggered it.
Installed patch one. More or less stable now. Also noticed that windows defender realtime protection messes up with Unity. had to turn it off.
I’m also seeing that issue. Will try p1 ( edit : p1 didn’t help). it’s really annoying as i was working specifically on optimisation using profiler, and it makes it difficult to read.
I’m seeing this all the time… after some time testing my game in the Editor it starts lagging, so I open the profiler and find out that it’s the EditorOverhead taking all the CPU
Any news about this? I’ve tried to update to 2017.3.0p4 but the problem still exists.
I got the same issue and it makes it impossible to work on the balancing
Tried every patch (1-4) and also beta 2018.1.b2, nothing helped. Issue is there most of the time. There are times where it runs normal, but 80% of the time I’m looking at 3FPS instead of 60…
Glad I’m not the only one. It seems to keep getting worse each day.
The same here! 24ms editor overhead…without scene view opened. nothing selected in the editor
Adding to this, happens to me as well, frequently.
and… no reaction from UT staff ?
The same problem for me, really annoying upgraded to 2017.3.1f1 problem still here…
The same with 2017.3.1.p1
I’ve been getting it for a while. Currently on 2017.3.1f1 and it decimates my framerate. I was also getting it on 5.6, which is why i updated.
The only thing I can think of that could be doing it is that fairly soon before it started I did a pass of adding OnValidate to a lot of my behaviours, since I am looking to distribute them to other developers and want them to be relatively bomb proof. One thing I do occasionally is add optional references:
public class OnValidateTest : MonoBehaviour
{
[SerializeField] private RigidBody m_RigidBody;
void OnValidate ()
{
if (m_RigidBody == null)
m_RigidBody = GetComponent<RigidBody> ();
}
}
I think I saw this done in the UNet source, and thought it was a good idea. It allows more flexibility than getting the reference in Awake, but means that when the user first attaches the component it automatically fills out the reference. It might be that this is a terrible plan.
Once I have some time, I will go through and comment out all of these and report back on whether it had anything to do with it. I just wanted to post it in case it’s similar to what anybody else is doing here.
Nope. I went through and removed all OnValidates from my own code, but the performance hit was still there. There is no performance impact if I have nothing selected with inspector components other than transform. I’m not using any custom editors, or external code assets that can be affecting the inspector either. Completely stumped.
In my case, when I tried to profile the Editor itself, it was doing something like finding gameobject with some specific tags… Not sure if this has anything got to do with the slow down… the search was actually under the editor overhead, nothing to do with my own code or game. Some people says it is DX11. I am yet to try the force opengl solution.
Still the same issue with 2017.3.1.p2
Have the same problem but so far I’m the only one in my team and slowly going mad because of it :'D
The editor becomes ridiculously slow, expecially when I work in the animation window or shuriken.
Have to reboot the PC to fix it each time
I’m having the same issues, even with latest 2018 beta
Doesn’t matter if it’s DX11 or OpenGL for me. I tried importing my files in new project and still; I’m only working with 2 shaders although they’re a bit heavy it shouldn’t be doing this. I wouldn’t mind to share them with someone looking for a solution. Even after taking everything out the fps is still like 70 tops when there’s nothing in the scene.
Specs: laptop Lenovo y510
16GB RAM
Nvidia GeForce GTX 960m (2GB)
i7-4720HQ @2.6GHz
Same here.
9000 ms Editor Overhead in big VR project!
Worked fine in 2017.1 and 5.6
Performance of Unity becoming worse and worse : (
Seems like they fixed it in the 2018.2.0a2
But this version even can’t be downloaded. But even if it will be possible, 2018 in deep beta and most likely it have a lot of new bugs.
So… Everyone need to suffer on 2017.3 until 2018 will be released?
However, this bug happens not always, but only sometimes.