Mesh.CreateVBO issue

I am receiving a massive performance hit being caused by Mesh.CreateVBO under Camera. This isn’t something I am using myself, so it must be a Unity backend issue. The problem is most persistent on Android, but I found it also does happen on pc, though the pc isn’t really noticeable. I did notice that the performance hit goes away on pc when Mesh.CreateVBO is removed from the profiler as a running process. Any thoughts?

I also have this issue. I have several viewports which render to textures. which is then shown from a single camera.

so each box is a separate camera rendering to a texture.

I have 1 CreateVBO call and its insanly slow. I am trying to understand why this would be.

Anyone have any ideas why this would spike like that?

Any workaround would be awesome as I don’t have time to wait for 3.5 as its nov 27th delivery date for this.

To add to this. The artist on this project does NOT get the spikes I get. I have checked his screen and his pc doesn’t have a hernia every time he runs the game…

I am open to ideas at this point on how I can determine what is the bottleneck to cause this spike so I can fix it for the lower end platforms

thanks

Yeah you’re using ongui. Thats your problem right there. You need to roll your own custom GUI with quads, or wait for 3.5 (assuming unity have the new gui stuff in by then, and they might not).

Unity’s current gui system is pretty much only good for the odd tool or app, or options menu where it doesn’t count. For ingame performance it stinks.

Literally hundreds of threads on this issue in forums.

the only gui on that whole screen is the timeline thingy at the bottom…

so I need to work with that?

the middle main thing is a gui slider.

I noticed in full screen when the slider was moving along it would change in size, there is nothing in my code which tells it to that that btw.

Would that be the re.calc on the createVBO?

I have narrowed it down to the text on the timeline which moves with the bar.

When it changes it causing the spike… really? changing text causes this?

I think it does a lot of stuff like create a mesh for the text, parse it and so on.