|
I'm seeing an Overhead function inside profiler window. What is the meaning of that? Why it's so time consuming? Why it's not documented at all?
(comments are locked)
|
|
http://en.wikipedia.org/wiki/Computational_overhead It's related to efficiency and the speed at which resources are computed. Typically this is a direct result of how "efficient" you have coded your game, and whether or not you've used good coding practices and efficient designs. My question is, what is the meaning of that inside Unity? I mean, why this function appears on Profiler even when I have an empty project? Is it related to Unity's internal execution? If so, can't it be described as "UnityInternals"?
Mar 22 '10 at 09:44 PM
rlbaldi
Yes, it's related to the basic inner workings of Unity. Things like setting up the game world, initializing components and running the game loop (even though it's largely empty). You shouldn't worry too much about this value... think of it like the basic, barebones required amount of power that Unity needs to run on the system.
Mar 23 '10 at 06:16 AM
qJake
(comments are locked)
|
|
In my experience a lot of overhead is created in the profiler when your scene window is open in the editor while profiling your game. Simply closing / hiding the scene window should make most of that "overhead" disappear.
(comments are locked)
|

