Search Issue Tracker
Won't Fix
Votes
0
Found in
5.4.0f3
Issue ID
819623
Regression
No
Drastic difference in performance of identical code between Unity-compiled script and externally compiled DLL assembly
Steps to reproduce:
1. Open "case_819623-PerfBug" project
2. Open "Test" scene
3. Play in editor
-- The editor will freeze as it is doing 8000 iterations in one frame. At the end of operation, you can notice a message with each DLL and Script execution time being printed.
Expected: Script time should approximately the same
Actual: Dll execution time takes way more time\
Note: Time difference is how much longer DLL execution took (it's not in seconds).
Reproduced with: 5.5.0a5, 5.4.0f3, 5.3.5f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Assertion error is thrown and UI is no longer rendered when discarding the changes made to the selectors overriding the default controls
- Application does not crash when "On .Net UnhandledException*" is set to Crash
- Sprites are rendered in a rounded way when SRP batcher is toggled off
- LayoutGroup evaluates ILayoutIgnorer property when the Component is disabled
- [Android] [iOS] Custom render pass is not rendered or is rendered distorted when the "renderGraph.AddBlitPass" is used
Add comment