All info here, help me…
But what’s the problem? PlayerLoop is just everything happening during the game loop, not something specific. Unity will attempt to hit the maximum framerate the hardware will allow, or that the project is configured to target, even in an empty project.
I want to get a low percentage of CPU load, i.e. I want to use as just a program without a goal on the game renderer. I only need UI, and nothing more. And in the end gives the maximum load… How can I get the minimum CPU load?
Put vsync on ( cap fps ) and don’t profile in the editor.
Set Application.targetFrameRate to the lowest setting you can tolerate. Set the Fixed Timestep to the highest value which doesn’t break the application, so you’ll get fewer physics updates and fewer calls to FixedUpdate. Vsync as already mentioned might help. Set any graphics quality settings which hit the CPU to lower settings or disabled. Editor performance is meaningless, so as already mentioned don’t do your profiling in the editor. Do it in a build or don’t even look at it.
Thanks, Set Application.targetFrameRate = 30
Total cpu loaded 0.3% ~ 1%
Thank you so much.
Very helpful.