Been trying out the 2018 beta but for every project I have tried it on it has been impossible to use due to EditorOverhead using between 20ms to 200ms+ every few frames, which then causes a massive spike in FixedUpdate which makes testing anything in the editor impossible as the frame rate jumps all over the place. What is causing EditorOverhead to jump so high?
I’m looking in the forum because I was wondering if anyone else is seeing this - Within a few minutes of hitting Play in the editor I see this same thing and frame rate drops to near zero because of it. I’ve been wracking my brain thinking it was my code … till I saw this same sort of profiler screen
It’s an issue in 2017.3 also
Are you using an Nvidia card? The GeForce Experience overlay was causing editor slowdown until I disabled it.
I do have an nVidia card but I do not have GeForce Experience installed. 2017 works just fine, 2018 though is totally unusable with this and other frame rate issues in the editor. Would be nice if someone from Unity responded.
Did anyone of you already submit a bug report for those issues? If yes, please reference the case # here, if not, please do so. The more the better. You can find more information about bug reporting here.
I assumed it had already been reported given there is more then a single thread about it. I’ll file one next time it hits hard. If I remember correctly it was getting bogged down in collecting draw stats. I’ve seen it at 1000ms+ self cpu time.
Are you experiencing those spikes with a blank project as well? Could it be related to a plugin?
The similar issue in other threads are not showing EditorOverhead in the profiler.
I get much smaller spikes in an empty project Editor Overhead goes from 6ms to 24ms every few seconds. I would suspect either CineMachine or Post Process stack is causing the problem as both of those have major issues in all my test projects as well, with again CineMachine sometimes taking a massive 200ms on some frames, and Post Process Stack just causes issues with VIsual Studio and causes errors in the Console on start up.
Could you try turning on ‘Profile Editor’ and see if you get more information?
Here is a grab of the Editor Profiler, very simple scene, single skinned character, and a few rigid body objects, not moving.
This could be related: Hopefully the last Gfx.WaitForPresent
I managed to reduce the overhead and spikes by disabling G-Sync for Unity.
Still wondering what’s the expected editor overhead? Getting constant 4 ms with profiler open which still feels a lot.
My monitors do not support G-Sync so I have no option to disable that. I do not have GeForce Experience installed so its not that. It is something in Unity 2018 and all other versions of Unity work fine with the scene.
I’ve brought this thread to the attention of the Physics team, as it looks like it’s a Physics-related problem.
Same here, using physics is killing our performance but not in previous versions
I am randomly getting huge Physics spikes in 2018.1b6 too. Usually restarting the editor helps.
Same problem here, major stutters in the editor, something very wrong somewhere. Wish the ‘Physics’ team would show up and offer some help.
+1 but on B7 at the moment.
Any chance the Physics Team could respond with any suggestions or word on what could be causing this.

