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By Design

Votes

0

Found in

5.3.0f1

Issue ID

745488

Regression

No

Profiler window is unresponsive after selecting a sample that contains a lot of data

Profiling

-

Steps to reproduce:
1) open the project
2) open profiler
3) turn on: "Deep Profile", "Profile Editor" and "Record"
4) Click "BugReport/Open Window"
5) Move the opened window around, so it gets repainted and the profiler captures a lot of data.
6) Deactivate "Record" in the profiler window

Actual:
Notice the profiler window immediately turns unresponsive. Moving the profiler window is very slow. Expanding profiler data is very slow, etc.

Expected:
The profiler window should not slow-down. The amount of sampled data should not impact the responsiveness of the profiler window.

Comments (4)

  1. rainbow_design

    Aug 28, 2017 12:20

    How is this marked as "By Design"?? Unity decidet to drop profiling i think

  2. Brogan89

    Nov 17, 2016 02:22

    I went to enlarge the Profiler window and now it wont show up at all, even after restarting PC.

  3. CanisLupus

    Jan 03, 2016 00:40

    By the way, this already happened to me and my team before Unity 5.3. It could have been like this since its creation.

  4. CanisLupus

    Jan 03, 2016 00:38

    How is this marked as "By Design"?? In the *worst* case, I expect the profiler to hang for a few seconds while processing useful information out of the recorded data, which can happen for example when you select a frame that had a lot of things happening or when you first expand an item in the function calls (if all calculations of percentages and cumulative sums are not previously done when first selecting the frame).

    This is not the case! The profiler really becomes unresponsive quickly when frames have a lot of information. Multiple times I had to successively expand each child in a loooong chain of calls (a UI button press, for example) to see what and where exactly was performance suffering, and waited more than 10 seconds after each click. It got worse the further down the call I got, so it seems to be calculating more and more numbers at each deeper level.

    This could be a matter of values not being cached in the profiler's OnGUI method, so, with each draw, it is trying to recalculate every number that the user can see in the function list (percentages, durations...). This happens every time an item is expanded or the window is dragged. I believe this is *far* from ideal and I don't expect it to be that way "by design" of Unity's engineers. It can be much better!

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