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Fixed in 2017.3.0f3
Won't Fix in 2017.1.X
Fixed in 2017.2.X, 2017.3.X
Votes
49
Found in
2017.1.0b10
Issue ID
923697
Regression
No
[UIProfiler]Time ms increases for Profiler.FinalizeAndSendFrame when the Profiler is open
To reproduce:
1. Create a new project
2. Add many different UI game objects
3. Enter Play mode
4. Open Profiler
5. Wait for a few minutes
6. Observe how much time the Profiler.FinalizeAndSendFrame method takes
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
Fixed in 2017.3.0a7
Comments (20)
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cozyurt_unity
Jul 17, 2020 14:02
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wgamestom
May 18, 2018 18:19
Don't just close the profiler, stop "recording" first.
I want to add that I mistakenly thought that closing the profiler stops "recording" but I'm getting mixed results. I find things run much smoother if I remember to stop recording before closing the profiler window.
Fdudka
Sep 21, 2017 16:07
Found a Solution. just unclick the very small square icon in the profiler : Others
dilmer
Sep 20, 2017 05:03
This is happening to me in version 2017.1.1f1
dilmer
Sep 20, 2017 05:02
Same here ! Please fix this...
jonagill_rr
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();
}
jonagill_rr
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.
Fdudka
Sep 16, 2017 16:05
same Profiler.FinlazeAndSendFrame takes81.2% since i updated to 2017.1.1f1
Karona
Sep 01, 2017 03:13
I still found the issue in version 2017.1.0p5.
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.