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Fixed in 2018.1.X
Fixed in 2017.3.X, 2017.4.X
Votes
7
Found in
2017.3.0a5
2017.3.0b7
Issue ID
964953
Regression
Yes
EditorOverhead takes significantly more time after 2017.3.0a5
Steps to reproduce:
1. Open user's attached project
2. Play the scene
3. In profiler, sort methods by "Time ms"
4. Observe EditorOverhead is taking 2-4 ms
Expected result: Overhead is not slower in newest Unity versions, takes 0.04-0.06 ms
Actual result: Overhead is slower than it was older Unity versions, takes 2-4 ms
Reproduced with: 2017.3.0f3, 2017.3.0b7, 2018.1.0a7
Not reproduced with: 5.5.5p1, 5.6.4p1, 2017.1.2p4, 2017.2.1f1, 2017.3.0a4
Regression since 2017.3.0a5
Fixed in 2018.2.0a2
Comments (17)
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FWCorey
Mar 07, 2019 00:05
in 2017 LTS I'm getting 10-15 SECONDS(10000 - 15000ms) of overhead making the profiler a completely useless window. Before you ask, no I do not have any custom editor windows open.
Game, Heirarchy, Project, Inspector (with nothing selected) and TestRunner
NicolasAyllon
Feb 04, 2019 21:21
This issue isn't fixed.
CYM
Dec 14, 2018 11:36
Still Not fixed in Unity 2018.3
proto_monkey
May 24, 2018 18:22
This is not fixed. Everything runs smoothly on 2017.3.1f1 and I get drops to under 30fps constantly.
Although, maybe it's something changed that has to do with gfx.WaitForPresent as that is taking up a great deal of the frame time. I can reproduce it with a very basic project with a single sprite moving across the screen.
qoobit
May 19, 2018 14:33
Confirmed still not fixed in 2018.1.0f2
Mr_TZ
May 07, 2018 15:57
2018.1.f2 is still has this issue!!!
DongDodo
Apr 11, 2018 02:33
it's not fixed on the lastest patch....
RR7
Mar 25, 2018 00:14
will this be fixed in 2017.3? ever since I went from 2013.0 to 2013.1 I've had various bugs affecting me, i'm quite scared to go to 2018 now.
JigShig
Mar 05, 2018 17:18
I'm having the same problem in 2017.3.1f1 and 2017.3.1p2. Even after a computer reboot and with a fresh Unity project EditorOverhead took 30ms according to the profiler.
GPSTVR
Feb 27, 2018 13:29
Same problem for me it seems it started from 2017.3 and all version after that I tried (Unity 2018.1.0b7 was the last one I tried including patches for 2017.3) had that massive overhead not always but when it comes at the start of a scene you can open profiler and close it again and it will be gone for a while at least.