With Unity alone “No Internet browser or other software running” that going into play mode takes a transistion of around 3-5 seconds to start up with no lag or “jerkiness”.
However when I have my 3D software running, Firefox, photoshop, and mono. It will freeze for a good 10 seconds and sometimes wont even play. But it sometimes does that with nothing running. So I can say starting the game consumes quite a bit.
Going into Play Mode takes much more - even a few minutes (it depends on how big the project - using my 80 GB project, it can takes even 40 minutes). During that time, the memory is going up. It’s happening when I click Play for the first time. Then, going into Play Mode is more quickly. However, when I am not using Play button longer or import something (an asset) it can go into Play Mode long again.
I don’t understand this Unity behaviour. When I used my old Windows 7 with Unity 4.6 Beta, all worked great.
I don’t use Mono Develop for writing script - TOO SLOW! I use Notepad++ instead. It’s a great tool. Small and fast. I’m an programmer experienced enough to write in a simple editor.
not sure it’s necessarily unity’s fault? your project sounds huge…
virus scanners can slow compilers and read/writes on your hard drive if they are actively scanning everything - what antivirus software do you use? have you tried turning it off while developing?
when you start your scene, what does the profiler say? (under memory in particular)
if you don’t have profiler… describe your scene? what’s in it? how many assets?
if your machine is slow with monodevelop… well, I guess I have to ask, what are the specs on your machine? CPU, GPU, RAM, hard drive, etc
(and… rhetorical question: why are you using monodevelop, when there is now a free Visual Studio Community edition? )
I have noticed unity 5 takes a bit longer sometimes when you hit play. So it’s not just you, it is slightly slower when you hit play. But it shouldn’t take 40 minutes.
it sounds like its an issue when you need to rebuild your project, like after compiling new script changes, etc. Definitely reminds me of an issue I have with the Sophos virus protection I have on my work computer. it scans every new file that gets read/write to the HDD, and if im building a website or unity project it makes it extremely slow.
When I go into Play Mode, the Profiler show nothing. When I am in Play Mode, the Profiler show everything is OK. The problem is GOING INTO Play Mode that lasts long.
Most my scenes have many assets because the Project is complicated
MonoDevelop isn’t too slow in general, but SLOW FOR ME. That’s why I use Notepad++. My laptop is 2 moths old.
Plugins can make a huge difference in memory use, especially those that hook into insufficiently documented editor APIs. We’ve already fixed one plugin that spiked our memory use by a couple of GB during certain editor events.
My previous project was about 80 GB and going into Play Mode took about 40 min or more. Now, I work over smaller project (26 GB) because it took too long time to be in Play Mode. Only 12 min :). It’s still very long but shorter. The more project the more time needed to go into Play Mode. I know it shouldn’t be, but happens somehow.
Well, I looked into the Plugin Folder and there were two assets. I deleted them and… the situation is better now. When I restart Unity, I’m going into Play Mode in about one minute, then when I click Play again, … a few seconds.
Keep in mind that I use a smaller Unity Project (26 GB).
Good shot, cannon :).
I cleaned the Editor Folder, too.
So, in other words, there’s problem with the incompatibility of 32 bit stuff with Unity 64 bit. Earlier, I could install all in my Unity 4.x running on Windows 7 32 bit. When I changed my computer (and operating system), I got many problems I had never experienced before. First, I used Unity 4.6 beta on Windows 7 - without problems. When I use Unity 4.6 on my new 64 bit system (Windows 8.1), there were problems with long going into Play Mode, among others. Then, there was Unity 5.0 beta - the same problem. I didn’t know what’s happening. 64 bit Unity 5.0 wasn’t faster.
Now I understand - if you have such a problem like me, just check if your assets are compatible with 64 bit Unity (and probably operating system - check if they work well on 64 bit Windows). Look into Plugin folder and maybe Editor Folder and probably other folders, where there can be 32 bit stuff. That happen if you upgrade your project from 32 bit Unity to 64 bit one. Some stuff can’t be upgraded. We must wait for 64 bit versions of some assets from Asset Store.
I am glad that the compilation errors disappeared and my Unity goes into Play Mode much faster. These two problems were very irritating for me. I lost much time trying to solve that.
as a side note, 4GB ram is extremely low. 64 bit windows uses 2GB of ram, so you only have 2GB ram available for everything you are doing …
You may want to read up on windows pagefile. How big is your pagefile? It sounds like you might want to increase it if you have some hard drive space available. If you have 2 hard drives, put the pagefile on a different hard drive than your operating system.
i’d just get a desktop. you can build a desktop that runs unity 5 much better than your laptop for like 300-500$. http://pcpartpicker.com/guide/gcTwrH/entry-level-gaming-build - could easily swap out the video card in that build for something cheaper.
It’s good you located the cause of your problems, but the underlying issue was most likely related to system specs…
When using it during a long time it hangs the system (OSX) and I’m obliged to kill it.
The problem occurs more quickly when I’m doing terrain editing.
Sometimes the problem occurs with MonoDevelop…
No other application running except Google Chrome.
I use the beta 14 on a MBP with 16 GB