I am getting this constant stuttering causes by spikes in the Editor. I have a very simple test scene, just a cube in a scene so that I could eliminate as much as possibel to try and track down a cuase but I have no luck, the spikes are coming from the Editor loop and seems to be a range of things from Semaphore waits to Application.Tick and EditorLoop. The spikes are always at least 16ms and can got to 40ms+ and sometimes over several frames causing major stuttering in any game scene. I have not seem this in previous non beta versions of Unity. So can anyone help as to what the cause is. Below are a couple of grabs from the Editor Profiler and one showing the simplicity of the scene.
I’m reasonably sure this is string garbage and other associated garbage from all the new and improved UI mechanisms in the Editor UI.
It may also depend on what you have selected in the scene hierarchy and what gets rendered in the Inspector (eg large collections are known to cause slowdowns), and if you have multiple Inspector windows open these drain additional performance.
There is nothing selected, the inspector is empty, the only object in the scene is a light, camera and a quad.
I’m not sure it helps these lowest common denominator style response folks to point out their (to my way of thinking) gaslighting.
Whilst holding onto something and having a lot of panels visible makes this problem worse, it’s still blindingly obvious when nothing is selected and play testing in fullscreen with no panels visible.
Can you test if it improves performance when you open Edit > Preferences > General
and set:
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Interaction Mode = Custom
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Frame Throttling = 33
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Input Throttling = 1