[FIXED] Big spikes in Editor making the game untestable

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

The same is happening in the 2021.3.6f1 version.

Update:

Profiling the Editor instead of Playmode just gave me more info on what is inside Editor Loop.
As you can see the EditorApllication.Internal_CallHierarchyHasChanged() is the origin of those Spikes.

More info with deep profiling:

Update: Issue fixed
It was caused because of the Febucci Hierarchy plugin, disabling “Update In Play Mode” fixed it.

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