Search Issue Tracker
Not Reproducible
Votes
23
Found in
5.4.0b17
Issue ID
797694
Regression
No
CPU spikes when moving Particle Systems in game; Material.SetPassUncached taking a lot of time?
Reproduction Steps:
1. Open User's project
2. Make sure Profiler is visible
3. Play scene
Note: One or two spikes usually appear at the beginning of run, after that it is random.
Expected behaviour: no CPU spikes, constant CPU workflow.
Reproduced in versions: Unity 5.2.4f1, 5.3.4f1, 5.4.0b12, 5.4.0b17, 5.4.0b18
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- WebGPU error with Fantasy Kingdom and GPU Resident Drawer
- WebGPU fails with height fog in Fantasy Kingdom
- Crash on UndoManager::RegisterUndoInternal when applying added GameObjects to a Prefab
- [Asset Bundles] A new bundle hash is not generated when the name of a serialized field is changed
- Icon section shows incomplete message and unusable check box in Build Profiles and Player Settings window instead of “Not applicable for this platform” for Dedicated Server Platform
HahnSC
Mar 28, 2017 10:41
And I was found this problem in 5.4.2f2.
Only 7 particles in my scene. The profiler shown ParticleSystem.Update() take nearly 80ms.