These spikes are very noticeable in-game. Does anyone else have this issue, and is there a fix? This happens in completely new, empty projects, so it’s nothing in my project.
Oh man these past several days I’ve been searching for a solution to this. I’m on unity 5.5 and thought that maybe it was fixed (IF there is something to fix…) in newer versions, but it seems not. This also happens in a completely empty project. Unfortunately the only thing that came out of google was this thread: Profiler spikes UpdateScreenManagerAndInput - Unity Engine - Unity Discussions
But nothing came out of it. Some guy supposedly created an issue with case number 836019, but I cannot seem to find it in the issue tracker section.
I also can’t really find anything online, which seems crazy since there doesn’t seem to be a workaround. It’d be great to hear something from one of the Unity guys.
I too have this issue with Unity 2017.1.0f3 using Mac. ‘Unaccounted’ errors could be due to Mac according to previous threads? Some fixed it with the default layout but it had little result for me.
I’m on Windows and I’m seeing the unaccounted time in the profiler, so I wouldn’t think it’s Mac specific. I’m also getting the spikes in standalone builds, so I wouldn’t think it’d have anything to do with the editor layout either. It’s crazy that there isn’t more complaints out there about this.
Just giving my 2 cents, I’ve noticed this spike as well recently while attempting to debug some other stuff. I’ve got plenty of FPS headroom in my particular project to deal with it, but it’s still annoying not knowing what it is or how to minimize it. The good thing is that it only seems to happen pretty irregularly… maybe around 5 seconds or so between spikes. Kinda absurd that it takes 70.7% of the frame render time (8.13ms) in this particular case (seen in the picture).
Some system info here: OS: Windows 10 64 bit. CPU: AMD FX-8150 GPU: GTX 1060 6GB RAM: 16GB 1600MHz DDR3 (4x4GB)
Other misc. info that may be of interest:
This particular project is using several cameras (3 to be exact) with two using the same render texture.
This project was originally made with 5.5 before being upgraded to 2017.2. The spikes may or may not have been present then (I never checked).
This project uses a single navmesh, though the profiler image above has all NavMeshAgents disabled.
Given the lack of information about this particular issue I’m not really expecting it to get fixed anytime soon, but I just wanted to make sure people know they aren’t alone if they see this.
Huh, now that’s an interesting twist. If I recall correctly, the only USB devices I had in at the time were my mouse, keyboard, and a USB bluetooth adapter. If it is indeed related to USB, perhaps it may be the bluetooth adapter I have?
Is anyone who is has into this issue running a multi monitor setup?
I’ve had the same problem and have been pulling my hair out (what little I have) trying to figure this out. The stuttering is actively messing with the operation of my project. Most responses I read online say to unplug USB devices. So I did some testing. This issue seems to go away when I unplug my extra monitor and seems to get worse if I connect more than 2 displays.
I was when I noticed it (2 monitors, one over HDMI and the other being converted from DVI to HDMI). It’s been quite a while since I last checked though, so I may or may not have the issue anymore.