Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Graeme · Jul 14, 2010 at 01:06 PM · editorbuildframerateslow

Why is my build running so slow despite running fine in editor?

Our build is running really slow (like 3 frames per sec) but it runs absolutely fine in the Editor. We're running Unity 2.61 Free. It runs just as slow regardless of the resolution or any of the settings prior to running. Any ideas why this would happen and how we can fix it/diagnose it?

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image spinaljack · Jul 14, 2010 at 01:09 PM 1
Share

depends what the platform is, if it's iPhone then obviously your computer has far greater power than the device.

avatar image yoyo · Apr 07, 2011 at 10:25 PM 0
Share

I've got the same problem -- my game runs great in the editor (40-100 fps), 3 fps when I publish a web build and run it locally. Windows 7 PC, Unity Pro 3.3. (Interestingly, the web build runs fine on a $$anonymous$$ac.)

avatar image yoyo · Apr 07, 2011 at 11:03 PM 0
Share

Hmm, interesting -- I just used fraps to show the actual frame rate and my web player actually runs at 60 fps for a few seconds, then tanks. I suspect the process gets less memory than in the editor, and that the $$anonymous$$ono garbage collector is killing it. $$anonymous$$ore investigation required ...

avatar image yoyo · Apr 07, 2011 at 11:23 PM 0
Share

Despite interesting cyclical memory usage patterns (I printed System.GC.GetTotal$$anonymous$$emory to the screen as a GUI label), it turns out the problem was exceptions being generated from attempting to access the local file system, which doesn't work in a web build. I knew this wouldn't work, but didn't realize it would cripple performance in the process.

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Mike 3 · Jul 14, 2010 at 01:38 PM

First thing I would check is the output log file (in the same place as the editor log on mac, or in the build's data folder on windows).

If you have problems that only the standalone is experiencing, most likely they'll show up there, and the logging itself will slow you down to a crawl

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Graeme · Jul 14, 2010 at 02:14 PM 0
Share

That seems to be the route of some of the problems but we also noticed that when we tried to organise stuff in the Assets folder, then built, it slowed down a lot. We built it before the organisation and it worked just fine.

avatar image Mike 3 · Jul 14, 2010 at 02:19 PM 0
Share

Is it possible that some of them got moved in a way which broke the asset links or resource paths, throwing more errors?

avatar image
1

Answer by sotirosn · Mar 31, 2016 at 11:44 PM

I know this thread is old but I was having this problem and no exceptions were being logged in the log file. It turned out to be that my graphics card doesn't natively support DX11 and was probably emulating its API on the CPU. I solved the problem by going to the Player Settings of my standalone build settings, and removing the Direct3D11 API from the Graphics APIs for Windows, and only using the Direct3D9 API.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

Distribute terrain in zones 3 Answers

(SOLVED)LoadLevel takes 3s in editor and 30s (!) after build. 0 Answers

Game runs normal on editor, but it's slow on build 1 Answer

Build extremely slow 1 Answer

Script works in editor, but does not work in build (Android) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges