Why do most object names in profiler (right panel) are N/A

When looking at (deep profiling) results, most of the object names are N/A. This makes it very hard to diagnose how long each object took to load. Why is that? is this a bug or what may be the cause for that ?

*only a small fraction of the actual profiled data contains object names.

I don’t get why this never gets answered. Doesn’t anyone know?

i reported this as a bug.

Here is a reply i received from Alexey (a developer working at Unity):
2391333--162927--upload_2015-11-21_23-32-51.png

We should expect this fix in the near future. Note that this only applies for some methods (e.g: Loading)

Awesome! Thanks for the heads-up.

I’m using Unity 5.3.1f1 and I still see N/A.

Has this fix been implemented?

From what i can tell, some of the calls that previously showed N/A now show the object names… this doesn’t work for EVERYTHING, but still an improvement.

I’m having this problem, too. Objects show up when playing through Editor, but not when playing on my Galaxy S6, Any solutions?

I see this question all the time, and no one seems to know the answer. There has to be something fundamental I’m just not understanding, or things are terribly broken. N/A across the board makes it extremely difficult, if not impossible to track issues down.

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Are you getting N/A for all method calls or only for some of the Loading.xxxx calls ?

Everything. There isn’t a single object that is named, ever. It’s been this way for as long as I can remember, and I’m currently on 5.3.4.

Maybe the fix was only for the editor, not sure…

Still not fixed.

Still happening, makes optimising impossible.

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The line selected in the image is a category; it must be fully developed until it shows actual objects. At least, that’s what it seems to me.

Still broken in 5.6.x. :frowning:

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still broken in 2017.3

Does show, but …unrelated items? 2017.4 (point to prefabs which are not even in the scene)

Unity profiler is a joke, you are better off writing your own scripts to detect each pbject type and print out anything that may make them slow. They may think they have done a good job but they havent, its dreadful. The frame debugger is cool and gives A LOT of insight but ultimately doesnt reeeealllly help much, you end up going oh my god shadows are costly, thats about it.

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