OSX 2017.1.0p4 poor performance, editor stalling

hey,

we updated to 2017.1.0p4 as recommended for the security fix and now the Editor performance on OSX is terrible. The cpu is spiking constantly just moving the mouse and there are regular stalls for ~30s where the entire system stops responding. It’s basically unusable. Anyone else experiencing these problems?

(Case 943842)

cheers,

// greg

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I did notice that running my current game in the Editor is really poor at the moment, but it was also happening with p3. I’ve been doing a Build & Run to get around it. The actual Editor for me is fine. It’s just the game performance that’s not right.

Thanks for replying, Steve. We’re getting stalls with empty scenes just moving the mouse or moving the scene camera. Nothing else running, only difference is update from 2017.1.0f3 to 2017.1.0p4. Also, we also run the Editor in low-resolution mode because retina is unusable / constant fans. Our Win 10 machine with the same 2017.1.0p4 runs fine. Game performance in builds also seems fine.

I didn’t even know there WAS a low resolution mode. I’ll have to mess with that and see what results are like for me.

In Finder, ‘Get Info’ on the Unity.app and check ‘Open in Low Resolution’. Unity is unusable in retina mode for us when running on the retina screen - it’s fine on an external display.

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Same here - 2017.2.0f3, macOS High Sierra.

When moving the mouse in the game view with either button pressed the editor lags pretty bad. There are no performance spikes in the profiler though.

When the game is build and run as standalone it works fine. It even happens when working on a blank project.

2017.2.0f3 on Sierra isn’t stalling for me like those earlier patch versions but after pressing play about half the time the mouse locks up and I have to command-tab out and back in to the editor to unlock it again. This mouse lockup and the inspector tabbing between fields being broken is highly frustrating.

I field a bug report. Hopefully they’ll resolve this pretty soon.

It turned out it the bug was caused by my mouse USB pooling rate. Lowering the pooling rate in the mouse firmware fixed the problem.