So I’m started to use the free version of this wonderful package a few weeks ago and there is something that bugs me. (Actually it mislead me thus the post)
Issue (i7 + 16Gig ram + win10 + unity 2017.4.2f2):
- The Editor overhead is so huge that it lead me to believe that the package is useless at first :). Running the same application as a standalone (.exe, .apk) have no problems. Am I doing something wrong? Is there some toggle that I can switch so it would not destroy my poor editor :D.
My program does the following:
- Spawn 10 to 30 new seeker each second (Instantiate)
- Sends them toward a destination
- Upon reaching the destination they are destructed (Destroy)
I have 3 different scenario of doing this:
- My own waypoint array + Vector3.moveTowards
- A* Pathfinding Project: Seeker + AiPath+AiDestination setter
- A* Pathfinding Project: Seeker for path + Vector3.moveTowards with my own script to move
The first scenario shows the usual editor overhead compared to standalone run: 20-30% cpu for editor overhead at around 2500 objects where the fps drops below 30 and I stop the test. 3500-3700 objects for standalone.
Third scenario : 80-90%+ cpu for editor overhead at around 250-300 objects where the fps drops below 30 and I stop the test. For standalone 3500 objects doesn’t even push the fps below 200
Any help how to make editor somewhat closer to reality ?