Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.1.4f1
Issue ID
1049799
Regression
No
NetworkManager server mode uses way too much CPU when idle
To reproduce:
1. Create a new project
2. Create an empty game object
3. Add Network Manager and Network Manager HUD components to it
4. Open Activity monitor if on MacOS, Task Manager on Windows
5. Build for standalone
6. Open the built project
7. Press Server only
8. Observe as the CPU usage goes to 40 - 60 %
Expected result: CPU usage is a bit bigger than on idle or the same
Actual result: CPU usage goes to 40 - 60%
Reproduced on:
2017.3.2f1 2017.4.6f1 2018.1.5f1 2018.2.0b9 2018.3.0a2
Notes:
Works fine on: Intel(R) Core(TM) i5-7600 CPU @ 3.50GHz Windows machine
Reproduced on: MacOS 10.13.5 Intel 3,4 GHz Intel Core i5
Comments (1)
-
Vincenzo
Jun 28, 2018 17:58
What is your application target frame rate set to? if it is uncapped it will just eat CPU.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Different build sizes between Editor build and command-line build when "Static Batching" is enabled
- Particle System "Start Rotation" property affects a different axis when upgrading to newer Editor versions
- "Light" Component's "Culling Mask" setting is hidden but still has an effect when using HDRP
- Selecting the Web platform can be done when using the HDRP project
- Textures swap when SpriteRenderers with shared materials and animators are toggled on and off
Resolution Note:
Mass closure of UNET Bugs.
As UNet is Deprecated we are moving to low maintenance mode, where critical issues can get fixes.
Closing this bug as part of cleaning-up the Bug List.
If you feel this bug is really a road-blocker, you can reopen the bug and we will work this one.