LateBehaviourUpdate in Deep Profiler?

Hello!

I’m trying to figure out exactly what is causing LateBehaviourUpdate to take so long. When I click the arrow, it everything underneath it does not add up to the 5ms its taking. The event itself is taking almost 3ms.

Is this an event system thing? Are there checks its doing for events that is taking that long? How do I know what scripts are checking which events?

Thanks.

Screen shot?

Here you go:

Is this simply time unaccounted for? The total says 5.31, and self 2.28. What is that 2.28ms?

Strange. Is this in a build or in the editor?

It does add up actually.
The event takes 2.28xxx and all the LateUpdates take the rest of it, roughly 3ms, a bit more.

However, I can’t tell either why it’s taking 2.28ms itself. For sure, it’s some overhead due to deep profiling. But perhaps there’s a long list to iterate for all the updates and some internal handling etc.

How much time does it take when you profile without deep profiling?

Hi yes, sorry for the late reply.

Is it not possible to pin point exactly which LateUpdate() from which component is taking up the most time?

It is the same even with Deep Profile off.

Pardon the bump but would the update manager design pattern perhaps help me solve this?

Sorry, I totally forgot about this thread.

I’m not sure how many individual objects you’ve got in the scenes that use LateUpdate, but if there are a lot it might be worth it.