I have had to cancel a large part of my project because a scene was producing a ‘graphics device lost, skipped frame’ error along with temporary freezes. The only solution I could find online was to turn off multi-thread rendering but that option isn’t available in the version of unity I’m using(3.4.2). I conceded to making that level a ‘lite’ version of itself but now I’m encountering a similar but more mysterious problem with the-second-to-last scene which I really can’t take much out of without pretty much ruining the game. This time there are similar periodic freezes only in the standalone build but there is no errors being reported by the output log. I have set a release date of my title at a bit less than a month from now so I’m even considering unity pro so that I can utilize the profiler but that may turn out to not be an option for financial reasons. Any help would be very appreciated.
It would help if you explained what platform you’re experiencing this on.
The only “periodic freezing” I’ve encountered was on the iPhone and it was due to garbage collection. If you think that might be the case you should take a look at how many objects are being created/destroyed in that level. If you have a high amount you want to run an object pool (search the forums) to deal with it.
Thanks I have a custom particle system which Instantiates them from resources folder. I’m guessing this could play a role so I’ll rework it and see if the issue budges.
If you’re referring to OS, Windows 7, 64bit.