I’ve been building a level editor in Unity for our level designers to use. I’ve put in about zero effort in making it perform well.
I’m at the point now where the levels are getting so big and calculate so much data that the level editor is starting to feel a little laggy. If this was gameplay, I’d use the Profiler to research where slowdown is occurring before even starting on optimization.
The profiler isn’t available for editor/inspector scripts though, so what methods do you use to figure out where the performance hit is coming from? I’m about to stick a bunch of Debug.Log(DateTime.Now.Ticks); in my editor scripts to get an idea on what operations are taking a long time.