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.
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 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.
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.