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Duplicate
Votes
0
Found in
5.3.5p8
Issue ID
825081
Regression
No
Coroutine functions are sometimes labelled incorrectly in the Profiler
Steps to reproduce:
1. Download and open attached project CoroutineProfileTest.zip
2. Open scene CoroutineProfileTest_scene
3. Observer profiler
4. Wait for noticeable spike in CPU usage graph
5. Pause and observe said spike
Actual result: https://gyazo.com/79aa0a5d93f30621bde3f758d73ff6db
Expected: https://gyazo.com/4e335a3d463734ece2cbb08e7287d810
Note: This seems to happen randomly, no consistent spikes or result.
Tested and reproduced on:
Windows 10
Unity 5.3.6p3, 5.4.0p2, 5.5.0a6
-
MichaelManley
Apr 04, 2017 12:32
This issue is NOT duplicate. While trying to identify spikes in gameplay, a coroutine was showing very heavy call's and cpu usage. The name of the coroutine from the hierarchy had nothing to do with the coroutine that was ACTUALLY causing the spikes. It seems that Unity's profiler was picking random coroutine method names instead of accurately posting the specific coroutine that was causing the problem.
If we removed the coroutine that was showing up as the culprit of cpu usage, the profiler would just show some other arbitrary and completely unrelated coroutine.
This was discovered for us with Unity 5.5.1f1
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This is a duplicate of issue #776595