Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4.15f1
2021.1
Issue ID
1293293
Regression
No
[Profiler] 'Show Calls' window groups entries from different callers with the same name into a single entry
How to reproduce:
1. Create a new Unity project
2. Open the Profiler window
3. Enter Play Mode and capture some data
4. Stop profiling, select a frame
5. In the CPU Usage module, enter 'WaitForRenderJobs' in the search bar
6. Select one of the results and open the 'Show Calls' window via the drop-down to the right of the search bar
7. Compare the Calls count in the Profiler to the Calls count in the Calls window
Expected result: 2 separate entries for 'Gfx.EndAsyncJobFrame' are shown in the Calls window, with 1 and 2 calls each, matching the Hierarchy display
Actual result: one entry for 'Gfx.EndAsyncJobFrame' is shown in the Calls window with 3 calls
Reproducible with: 2018.4.29f1, 2019.4.15f1, 2020.1.14f1, 2020.2.0b13, 2021.1.0a7
Notes:
In 2018.4 there is only 1 entry for WaitForRenderJobs, two scripts executing same code(e.g. Debug.Log) can be used instead
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (2021.1.X):
This is currently by design but we've tracked the confusion this caused as feedback.