Short time builder unity forums1/16/2024 ![]() (MacBook->) An empty scene on the project with some game objects yields a slowness with WaitForPresent. Computers not available.), I did make the empty scene tests. Hey I can't answer some of your questions regarding the hardware used (at the moment. I'm not sure if it's a Quality setting or the OS deciding not to run with hardware acceleration or whatnot. ![]() I tried disabling v-sync in the Quality settings of my project and build again (on the MacBook) but it still ran like a sick grandma. That means v-sync stuff as I read in some dark places on the web. Interesting:Running the profiler I get that the function `gfx.WaitForPresent` is taking most of the frame time. On my main machine, PC with Windows 10 and an NVIDIA GTX 1070, the game runs smoothly both on editor and build. The MacBook Pro is what I want to fix right now. I figured the OS is pigeon-poop because I played around with it too much and went on. ![]() I tried running a benchmark-test-application to see if it's only my game or an OS thing but that app ran also like a sick grandma. The PC seemed to be problematic however (Windows 10, NVIDIA-something-decent). When building and running the build, it runs real slow (low FPS). When I run my game in the editor, it runs smoothly. Skim to interesting for the interesting part. At the end of the build, additional data will be included in the Build Report.I have this issue I can't overcome. If we add the above script to the Boat Attack project’s Assets/Editor folder and click Editor menu Build/DetailedBuildReport example, a project build will begin. Var buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions) Public class DetailedBuildReportExample : MonoBehaviourīuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions() īuildPlayerOptions.scenes = new īuildPlayerOptions.locationPathName = "DetailedReportBuild/MyGame.exe" īuildPlayerOptions.target = BuildTarget.StandaloneWindows64 īuildPlayerOptions.options = BuildOptions.DetailedBuildReport Here is how we can modify that example to build the BoatAttack project with the BuildOptions.DetailedBuildReport flag: using UnityEditor Custom Asset Bundle build details and timesīuildOptions.DetailedBuildReport manual page has an example of Editor script showing how to use the option. ![]() GarbageCollection times during the build.Assets load and write times for the build.When building with the BuildOptions.DetailedBuildReport option, new build steps are listed in BuildReport.steps.īuild steps shorter than 1ms will not be listed, as this would create a lot of noise. In Unity 2020.1, if you pass the new BuildOptions.DetailedBuildReport option to the API function BuildPipeline.BuildPlayer, you will have more information available in the BuildReport object, such as more detailed build steps, and a summary of which scenes are using the assets in the build. Since then, the BuildReport object returned from BuildPipeline.BuildPlayer has information about the steps happening during the build process, which assets contribute to the build size, and which engine modules are included in the build. Unity 2018.1 introduced the BuildReport API that gives information about the Unity build process. This makes iteration slower, especially when testing on several platforms. Jump to BuildOptions.DetailedBuildReport manual page to check out directly how to use the new API, and drop the Build Report Inspector into your project to inspect your new build reports easily.īuild times for projects with lots of content can become quite long. This information will help you optimize your iteration times. Updated BuildReport API in Unity 2020.1 beta gives more details about the build times of your project, breaking them down to the asset level.
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