Schedulerbase.update() run heavy

Shanmukh

Member
when player or agent respawn, get a huge curve on profiler.
this is ok for pc but in mobile get struck at that time.
 

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For a respawn I'd expect some sort of a performance hit because you are reenabling the GameObject and all of the objects that go along with it. You could look at which objects are being reenabled and see if there is anything that can be disabled for mobile.
 
There is indeed some performance hit when a player is respawning after he died.
It's even more noticable with a 4 players splitscreen setup.
The players that are alive at the moment of the respawn are clearly experiencing a global lag/stutter.
The respawning was smooth in UFPS1.
Anyone else is experiencing this?
I'm on pc.
 
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