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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
3
Found in
5.0.1f1
Issue ID
694148
Regression
No
PerformanceCounter.NextValue always returns 0
To reproduce:
1. Open attached repro.unityproject
2. Set the Api compatability level to be .NET 2.0
3. Open scene repro
4. Enter play mode
5. Look at the console - the PerformanceCounter.NextValue is being printed every 2 seconds. Notice that it is always 0
NextSample().RawValue also returns 0
Comments (3)
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AlphaSilverback
Apr 25, 2018 23:12
This is still an issue for me on all the computers I've tried. Are there any updates on the matter?
trayweeds
Apr 05, 2018 14:56
Is there any update on this item? Performance Counters make less sense when you're creating a studio game where everyone has high end hardware, but we're using Unity to deliver B2B applications running on Integrated Chips, so outside of all the typical performance tricks we have to be very cognizant of runtime memory and performance information to adapt functionality. How much work could this be?
mLorite
Jan 25, 2016 09:06
In Unity 5.1.2f1 the result is the same,.
Calling twice to PerformanceCounter.NextValue() always returns 0 when I try to get "Available Bytes".