I’m getting issues with performance in the BehaviourUpdate portion of the profiler.
I would like to know what is the normal (standard) percentage for BehaviourUpdate in the profiler for a mobile FPS game project?
2 Answers
2There is no standards for how much resources should take Update method. You should find what part of code cause this problems and try to optimize it.
Here is a good doc, how to optimize your game: https://docs.unity3d.com/Manual/MobileOptimizationPracticalScriptingOptimizations.html
If I recall, this is the amount of time spent executing Update statements in your MonoBehaviours. So there is going to be no “standard” - it is entirely dependent on what your objects are doing.
If you have a lot of MonoBehavious, Unity has a blog post discussing some potential optimizations.
True, the standard is as low as possible.
– AurimasBlazulionisBy reloading I mean that I unload the scene (
– HarinezumiSceneManager.UnloadSceneAsync()), then load it again (SceneManager.LoadSceneAsync()), and set it as active scene. Meanwhile there is a secondary scene that is untouched.