Hello everyone, how is it going?
My apologies if this is too dumb but, well I’m trying to optimize my project and I ran into some weird stuff, I’m gonna make a list in no order cuz I really don’t know what to do anymore.
Scene description: I have a scene with a skybox, a plane for the water and terrain for the player to walk on
I made some custom trees for this project and separated it into 2 meshes one for the leaves and another for the trunk both are using the URP Simple Lit Material with the GPU instancing disable, all marked as static and static shadowcaster.
1st problem: If I spawn them as objects on the terrain they enter into the static batching perfectly but if I paint them with the terrain tool the saved by batching remains at 0;
2nd problem: No matter the settings or pipeline nor timeline asset my editor do not run above 60FPS;
3rd problem: My profiler shows weird spikes of 50-80% on EditorLoop and when outside of the spikes I’m getting like 50%+ of semaphore.WaitForSignal, I’ve already double checked the VSync in the settings and in the play window, they bouth are turned down and my meshes are really simple not evan a 1500 tris per tree
The only 2 complicated shader that culd be causing this problem should be the water and skybox ones but the problem persist even with its object disabled and with the default skybox, and even with nothing being redered at all. I’ve disable the entire scene and left only 1 camera rendering nothing and it still throw this as the biggest slowdown 80% or so.
If you culd help me on it I would be glad, btw I’m using the recommended LTS version 2022.3.4f1
Cheers!