Prograbit
Prograbit

Reputation: 31

First Profiler Frame Showing Over 900ms

My game I'm trying to upload to Apple is getting rejecting for crashing upon startup and I took it back into Unity for debugging. I discovered that the first frame of my profiler is reaching over 900ms on the other section! I don't know the steps to take to find out what scripts are getting over 900ms or how to fix this absurd value, I attempted to add a lagHandler script that loaded gameObject asynchronously, this is a picture of the profiler and the script I tried to make. The script did help a little by making the rest of the gameObjects load slightly later and more distributed but the first frame is still HUGE and I don't know how to fix the 900ms.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class lagHandler : MonoBehaviour
    {
        public List<GameObject> objectsToActivate;
        public float initialDelay = .5f; // Initial delay in seconds

        void Start()
        {
            StartCoroutine(ActivateObjects());
        }

        IEnumerator ActivateObjects()
        {
            yield return new WaitForSeconds(initialDelay); // Wait before starting activation

            foreach (GameObject obj in objectsToActivate)
            {
                obj.SetActive(true); // Activate the object
                yield return null; // Wait one frame before activating the next object
            }
        }
    }

Not sure what to fix now since I already took the verts down to about 50K and even without canvas animations it is slow. enter image description here

Edit I was testing out the profiler more and I disabled every single gameObject including the lagHandler and the profiler is still reaching over 900ms, this goes deeper and perhaps into the player settings, but I can't find out what it is at all.

Upvotes: 0

Views: 31

Answers (0)

Related Questions