Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2019.4.9f1
2020.2
Issue ID
1275866
Regression
No
[Profiler][UX] Profiler is very slow, hard to select right frame, runs out of memory
Reproduction steps:
1. Open attached project "VersionDependencyGraph.zip"
2. In Profiler window, enable Deep Profiling and record in Editor
3. In Project window, double-click VersionGraph > PackageVersionGraph-2019.4
4. If Editor does not crash, proceed with step 5
5. In profiler window, after it's done loading, attempt to find the frame of the double-click and the costly entries
Expected result: Editor does not crash due to insufficient RAM. Pausing the recording in time, and locating the frames & entries is not problematic.
Actual result: Editor crashes due to insufficient RAM. Pausing the recording in time, and locating the frames & entries is problematic.
Reproducible with: 2019.4.11f1, 2020.1.7f1, 2020.2.0b4
Could not test with: 2018.4.27f1 (asset broken after downgrading)
Notes:
UX issue 1: Pausing the recording in time after the long loading has to be done quickly.
Below issues have been moved to case https://fogbugz.unity3d.com/f/cases/1280997/.
UX issue 2: Locating the frame in which the double-click happened requires manually checking each one
UX issue 3: Locating the entries that took up the time also requires manually checking each one
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
- ":focus" style will not be shown when the UI element is unparented and reparented and the "Focus()" method is called without the "Blur()" method being called
- Crash on BucketAllocator::Allocate when importing TextMeshPro assets
- Playmode dropdown creates continuous "Layout update is struggling" errors at certain aspect ratios
- Editor takes a long time to open VFX Graph 'Subgraph' asset when it is heavily referenced by multiple other VFX Graphs
- "Editor Event Handler Error" error is thrown when using Terrain Tool shortcuts
Resolution Note (2021.1.X):
Closing by design as this requires significant reworks of how Profiler Window accumulates and stores frames.
We planned this for the future releases of Unity.