21-12-2023, 08:53 AM
Hi,
Never heard of a similar issue, to be honest. These two lines are part of Unity's job safety system. Basically, they check whether the managed memory associated to the list can be safely deallocated (that is, no double deallocations or deallocations of uninitialized data) and just throw an exception if it can't. It's only used in the editor (stripped away in builds) if you have the "Enable Safety Checks" option enabled in the Jobs menu.
Commenting them off should have no negative effects at all.
What are those 2000 ms being used for? Did you check the profiler?
kind regards,
Never heard of a similar issue, to be honest. These two lines are part of Unity's job safety system. Basically, they check whether the managed memory associated to the list can be safely deallocated (that is, no double deallocations or deallocations of uninitialized data) and just throw an exception if it can't. It's only used in the editor (stripped away in builds) if you have the "Enable Safety Checks" option enabled in the Jobs menu.
Commenting them off should have no negative effects at all.
(20-12-2023, 04:53 PM)Voolg Wrote: Typically, I would run the game in Unity (with debugger) just fine until, seemingly randomly, each frame would suddenly start to take ~2000ms, for around 30s. Then the game would run smoothly again for 10s to 30s, before getting insane drops again, and so on. Those drops are *not* linked to any change of the code being executed
What are those 2000 ms being used for? Did you check the profiler?
kind regards,