I have a fairly simple scene. It is a plane as the floor (for testing) and an Adventure Creator character and MadGoat-SSAA for anti-aliasing. When I run the game, however, I get horrible performance. At only 2x FSSAA I get 3FPS and using the profiler, I find that somehow UGUI is using 98% of the CPU. The problem appears to be "Unaccounted time between: Start of frame and UGUI.Rendering.EmitWorldScreenspaceCameraGeometry (Picture for reference: ). The problem is also not limited to the editor. If I build the game as a Mac standalone I get the same terrible performance. Why is this and how can it be fixed?
Having the exact same problem. This thread mentioned resetting to default layout in editor but that’s just a temporary fix: Unaccounted time between: Start of frame and Camera.Render
I also confirmed that it’s not happening on my PC.
Me too. Could be connected to some canvas being in world space.
FYI - I noticed something strange on the Mac–when Unity is running, Spotlight search seems to be chewing up processor cycles–2 cpu’s worth (4 mdworkers + mds + mds_stores. )
According to the screenshot, it seems to be the known “UGUI.Rendering.UpdateBatches” performance regression:
https://discussions.unity.com/t/680897
It’s already fixed in 2017.3 beta. The fix is going to be ported to 2017.2 and will ship via patch release first.
If it’s a different method that is causing the performance issue, I recommend to submit a bug-report.
Thanks for the info!
Since upgrading from Unity 5.x to 2017.2 I see the same thing in all my projects, no matter if Arch Viz stuff or space games or whatever.
See attached screenshot. There are crazy spikes of 500-900 ms, which is a bit crazy on a CustoMac with a i7-7700K and a GTX 1070. First I thought it is the culling, but in my ArchViz projects culling is deactivated on the camera.
Then I thought it is UGUI (as suggested by the profiler, see attached screenshot), but there are zero UGUI elements in my scene. This is on the Mac version, editor and builds. I have not tried Windows yet, but I will.
Just like the poster here reports, there seems to be a correlation between “Unaccounted time between: Start of Frame and UGUI.Rendering.EmitWorldScreenspaceCameraGeometry” and “Gfx.ProcessCommands”, as seen in the Timeline of the Profiler. See attached screenshot.
I had this issue in a project where it would only show up on my Mac – running in editor on Windows was fine. It turned out that the skybox textures I was using were not playing nice with Mac. I didn’t look any further into it, just used a different skybox.
Please submit a bug-report to allow Unity Technologies to fix/replace the “Unaccounted time between…” entry with the actual thing that is causing it. That way, we get better profiling reports in future versions of Unity at least.