While running the profiler and loading level 1, there is an over 1000ms spike that is caused by Shader.Parse(562ms) and Shader.CreateGPUProgram (436ms).
What could be causing this
Anybody familiar with the issue?
I don't know why Unity does this, but what Shader.Parse is doing is loading your shader(s).
I google Shader.Parse and literally i get is question claiming how unbelievably slow it is.
its even been reported as a bug by some other users. What version of Unity are you using?
Yes I obviously googled first, but couldn't find a definite answer. Why is the spike so big?
I'm not sure , but it might have something to do with OpenGL
This guy just switched to CG and it fixed itself lol. But it might be caused by shader errors too, if you have any, fix them.
I don't have Pro (yet) , so i don't have access to the profile.
You could try reimporting some of your custom shader too.
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
22 People are following this question.
GFX.WaitForPresent for no reason
Mesh SubmitVBO Taking Up CPU Power
Insane EventSystem.Update lag spike, no graphic raycasters in scene
Is it possible to profile compute shaders?
iOS Strange Render Lag