Hi everyone,
As title says i have a performance problem generated by “UpdateRenderBoundingVolumes”, i tried searching on web for a solution or at least finding the source generating this problem, but i really coulnd’t find anything, it’s just out of my knowledge.
i’m developing a turn based game, and i have these spikes randomly even if there are no actions between players (all characters in idle waiting for inputs)
it’s really frustrating because i can clearly see the huge frame drop , even if its for 0.01 seconds.
here are some screens about the profiler, if anyone knows or has some ways to find the origin of those spikes i’ll buy you a beer and cheer together! :,)
Is this if you play the game inside the editor or a build running on whatever the target hardware is? If you profiled the editor, do you experience the same issue in a build?
Same for me. Are you guys using jobs in your projects? I’m using them in this project, its seems my spike is around waiting for the job rather than actually updating the bounding volumes (Seems to be the case for you as well @Lynxed )