I started using the unity pro trial. When I run the profiler on my android game while the android is tethered to the computer I find how much resources are used during gameplay. This is very useful. One thing I noticed is that in the profiler there is a list of columns and one of them is named gameobject. Each row that is in this column reads N/A. It’s my belief that it should instead read the name of the game object in the scene. How can I resolve this issue?
[quote=“acriticalstrike, post:1, topic: 518944, username:acriticalstrike”]
I started using the unity pro trial. When I run the profiler on my android game while the android is tethered to the computer I find how much resources are used during gameplay. This is very useful. One thing I noticed is that in the profiler there is a list of columns and one of them is named gameobject. Each row that is in this column reads N/A. It’s my belief that it should instead read the name of the game object in the scene. How can I resolve this issue?
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How can I resolve this issue?
It’s showing the correct thing for that entry: Physics.Simulate calls are individual physics steps, that happen globally across your scene. That screenshot shows 9 physics steps happening within a single frame. The steps aren’t associated with any particular GameObject so ‘N/A’ is appropriate to display.
I’ve the same problem here, It’s nothing to do with the physics, does anyone else have idea why the gameobject appears as N/A ?
I run the profiler on Android TV
Because the function call that you have selected in the profiler is not operating on a specific game object?
Hi Graham,
The functions calls that i looking at are inside the Camera.Render, each subfunction shows the objects as N/A.
If i run the same project on the PC, those N/A becomes names of the true objects… so it’s somthing to do with the android profiler.
Any idea?
I’d like to know how to get the Object names too. Its harder to run optimize if I don’t know what each of these things are…
Nov 2017…and this is STILL a bug!