I’ve just upgraded our Project to 5.4 for testing and out of no where the app has massive CPU spikes that are named Unaccounted on the profiler, we don’t have any VR which is what a post I found suggested.
Any ideas?
I’ve just upgraded our Project to 5.4 for testing and out of no where the app has massive CPU spikes that are named Unaccounted on the profiler, we don’t have any VR which is what a post I found suggested.
Any ideas?
In my case Unaccounted entry disappears when adapter from wireless mouse Logitech G602 is disconnected from laptop. It looks like a editor bug related to some input devices.
For those who have this “unaccounted” load in scene and uses VR, for me reason was in VRDeviceManager.cs. It comes with VRStandardAssets, it is created as singletone and ‘spoils’ any other scenes.
I don’t have time for figuring out that exactly is wrong with them. But removal of this component and restarting unity solves problem for me. Fortunately i do not need this component anymore.
I unplugged my wireless mouse and the ‘Unaccounted’ dropped from 66% to 33%, now there is no more spikes. really weird…
I’m ussing unity 5.4.0f3 in Mac el capitan with google VR.
Ha! I win!
I get a massive sustained 90% at times! But only in the Unity editor - when I deploy to mobile, my game runs silky smooth. I find that restarting my computer fixes this, but it doesn’t really get in my way too often. The other thing that I notice is that the draw calls go CRAZY - up to 250 or so (normally around 50), and the number of active rigidBodies fluctuates between 0 (which is most definitely WRONG!) and 70-100 (which is correct)
Hi @TheRobWalting , In my case I was using standard shaders for android build… switching to mobile shaders resolved the issue… also do not forget to update your unity