Search Issue Tracker

Active

Votes

43

Found in

2017.1.0b10

Issue ID

923697

Regression

No

[UIProfiler]Time ms increases for Profiler.FinalizeAndSendFrame each time the Profiler is closed and opened

UI

-

-

Priority: 3Not yet prioritized for a release

-

Severity: 3Workaround is possible

To reproduce:

1. Create a new project
2. Add many different UI game objects
3. Enter Play mode
4. Open Profiler
5. Observe how much time the Profiler.FinalizeAndSendFrame method takes
6. Close Profiler
7. Repeat 4 - 6 10 times

Expected: Profiler.FinalizeAndSendFrame doesn't have so much overhead

Reproduced in 2017.1.0a1,2017.1.0b10, 2017.1.0f1, 2017.2.0b1
Did not reproduce in 5.6.2p1
Regression introduced in 2017.1.0a1

Comments (18)

  1. D0b43e86beddbd1e78a55102a5c38dca?d=mm

    Fdudka

    Sep 21, 2017 16:07

    Found a Solution. just unclick the very small square icon in the profiler : Others

  2. 58190484f1c10fafb1182b2311604b0c?d=mm

    dilmer

    Sep 20, 2017 05:03

    This is happening to me in version 2017.1.1f1

  3. 58190484f1c10fafb1182b2311604b0c?d=mm

    dilmer

    Sep 20, 2017 05:02

    Same here ! Please fix this...

  4. 4103a22c52b0d724829bb03fa307b56b?d=mm

    jonagill_ag

    Sep 19, 2017 18:27

    To get around the issue skewing our profiling, we're just automatically clearing the profiler whenever it gets into this state. You can do the same thing by sticking this in an Update() loop:

    if (UnityEditorInternal.ProfilerDriver.firstFrameIndex > 0)
    {
    UnityEditorInternal.ProfilerDriver.ClearAllFrames();
    }

  5. 4103a22c52b0d724829bb03fa307b56b?d=mm

    jonagill_ag

    Sep 19, 2017 18:17

    This seems to happen on the same frame that UnityEditorInternal.ProfilerDriver.firstFrameIndex becomes greater than 0, which reinforces the idea that it's a bug related to Unity accruing more profiler frames than it can hold in a single buffer.

  6. D0b43e86beddbd1e78a55102a5c38dca?d=mm

    Fdudka

    Sep 16, 2017 16:05

    same Profiler.FinlazeAndSendFrame takes81.2% since i updated to 2017.1.1f1

  7. D837aaaa679058eb3be71cc09cd6cee1?d=mm

    Karona

    Sep 01, 2017 03:13

    I still found the issue in version 2017.1.0p5.

  8. 772c57a735ad31653e0285570d99f2ca?d=mm

    CageyKG

    Aug 25, 2017 23:33

    +1. On 2017.1.0f3, triggering when the window is full of samples and goes back to behaving when I hit clear.

  9. 5f4d42d7f60f1d864f67a2f3344bd84f?d=mm

    PhilipKeenanPhilips

    Aug 25, 2017 19:22

    Found in 2017.1.0p4

  10. 6e303af2ea75a6d539cf44f2d38dd2fd?d=mm

    RG_Keith

    Aug 25, 2017 08:24

    Same thing here on 2017.1.0f3. I don't know if the repro steps are the same, and I'm not sure it's directly related to UI, but once the graph fills up then FinalizeAndSendFrame time goes nuts.

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.