04-11-2020, 12:18 PM
(This post was last modified: 04-11-2020, 12:30 PM by josemendez.)
(04-11-2020, 12:05 PM)whitexroft Wrote: I mean, yeah, im making development build, otherwise how would I profile it.
You have deep profiling support enabled, so there's your answer: deep profiling has a huge negative impact on performance (and not just on Burst). Quote from the manual: https://docs.unity3d.com/Manual/ProfilerWindow.html
Quote:Deep Profiling is resource-intensive and uses a lot of memory. As a result, your application runs significantly slower while it is profiling. Deep Profiling is better suited for small games with simple scripting.
In my machine, building with/without deep profiling support makes a world of difference: 12 FPS with deep profiling support, 432 FPS without it. Also note that it is not necessary to actually attach the profiler to get a performance hit on a standalone build: the resulting code has profiler instrumentation compiled in, regardless of you retrieving the metrics or not. This is basically equivalent to a debug build in most compilers.
(04-11-2020, 12:05 PM)whitexroft Wrote: Since you cannot reproduce the freeze, how can I help you with that? I can reproduce it 100% cases.Can you send a repro project to support(at)virtualmethodstudio.com with step by step instructions on how to reproduce it?