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
- Assigned font's bold/font-weight styles render using Default Font's assets when Default Font has corresponding style assets defined in TMP Settings
- "Modifying the parent of a VisualElement while it’s already being modified is not allowed" error is thrown when entering text and pressing tab in the Search window
- Mesh colliders are not updating their positions of bounds correctly
- Images are missing from the "Open the sprite editor" documentation for 6.0, 6.1 and 6.2
- The previous element in the array is modified when assigning an Asset to a new element of AssetReferenceT
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.