Hi all,
I have been grappling with insane editor loop spikes while trying to run my game in editor (700ms). This started happening recently, not sure what I did to cause it. Could anyone help me debug this? I’ve tried disabling safety checks, disabling jobs debugger, and setting leak detection level to disabled. When I don’t disable these things, I also get massive physics spikes.
As my project has gotten more complex, my editor has begun to explode while the builds are still running buttery smooth, but it’s very hard to work on the game when I can’t rely on a slow editor. Anyone have any ideas that could help me?
Unity version 2022.3.33f1, Burst 1.8.18, Entities 1.3.5, Rukhanka Animation 1.7.1, and BovineLabs Core 1.3.2.
Thanks!
Hi, it’s unclear what the cause of the issue might be. You can try profiling in play mode further to see what takes up the most CPU time in the Editor. Do you, or any new packages you’ve added, trigger infinite repaints of Editor windows?
It’s worth reporting a bug with your project attached if you believe this is an Editor bug.
Wow, upon further inspection with Deep Profiling, GUI.Repaint does seem to be causing the spikes. I can’t seem to find what is causing those repaint calls though, any ideas to debug which package/code might be causing this?
Also getting a massive memory allocated in frame spike:
Memory profile has gigantic allocations from Malloc, this is not present in build. Not sure if it’s something I or a package is allocating or how to debug where it’s allocated.