Unity version used : 2020.3.22f1
Every time an object instance (using a pooling system) in our gameplay screen spawn, the editor drops to 10 -15 fps making it untestable.
In the screenshot attached below, V sync has been disabled and target frame fps too.
When v sync was enabled and the target frame rate was set to 60, the spikes did come from WaitForTargetFps but now apparently, the pike comes from EditorLoop, I have no idea what to look for.
The spikes don’t seem to happen in build.
A bit of help would be welcoming as it is making our production workflow way slower.
Thanks!
-Jordi Roca