The title pretty much sums up the symptoms. The editor runs smoothly if I just have a player with just a few weapons and a cut down scene. A fully loaded player seems to slow the editor down a little but the scene seems to run ok. A player and the demo scene is unusable unless the editor is configured in PC/MAC/Standalone.
Auto generation of lighting is off and I've tried with the lowest quality settings. Neither makes a difference, it is not the baking lights, but just to be sure, I'm baking the demo scene to see if that makes a difference. Since my company specializes in mobile games and apps, this is unacceptable behavior. I've got a late model macbook pro running Mojave with plenty of RAM and a solid state drive, so it isn't my machine. I'd sure like to know what's going on. So far I don't see that UCC is any better than UFPS. Sure it's got third person and some cool weapons, but at least you could run UFPS when the editor configured for any platform and performance was good on both Android and iOS devices.
I could A/B to isolate the offending assets or perhaps its editor code, but it so tedious on an unresponsive machine I'm hoping that someone has encountered this before and has a solution.
Some more observations -- CPU load when Unity has focus is only 5% but it takes 6GB of memory which seems awfully high.
Auto generation of lighting is off and I've tried with the lowest quality settings. Neither makes a difference, it is not the baking lights, but just to be sure, I'm baking the demo scene to see if that makes a difference. Since my company specializes in mobile games and apps, this is unacceptable behavior. I've got a late model macbook pro running Mojave with plenty of RAM and a solid state drive, so it isn't my machine. I'd sure like to know what's going on. So far I don't see that UCC is any better than UFPS. Sure it's got third person and some cool weapons, but at least you could run UFPS when the editor configured for any platform and performance was good on both Android and iOS devices.
I could A/B to isolate the offending assets or perhaps its editor code, but it so tedious on an unresponsive machine I'm hoping that someone has encountered this before and has a solution.
Some more observations -- CPU load when Unity has focus is only 5% but it takes 6GB of memory which seems awfully high.
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