- Home /
Unaccounted time between: WaitForTargetFPS and GPUProfiler.EndQueries
Hello!
I'm experiencing some weird performance spikes in a game I'm working on. I already posted a question here explaining the symptoms being related to the physics system as I believed at the time. All the physics system setup is done according to Unity guidelines.
Now I'm really not sure what's going on. I connected my Huawei P9 Plus (64 GB) device to the Unity Profiler to debug the issue and I found this:
From what I understand, this information cannot be profiled by Unity. Anyone has an idea on what could be happening here? (If you need any more information, let me know)
Thank you!
Your answer
![](https://koobas.hobune.stream/wayback/20220612125353im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Is there a way to check the performance in edit-mode? 1 Answer
Profiler problem analysis Unaccounted time between: UGUI.Rendering.RenderOverlays and GUI.Repaint 0 Answers
Low FPS in editor but normal on iOS or Android build. 3 Answers
Unaccounted time between: Start of Frame and Camera.FindStacks 1 Answer
Bad Performance in Unity? 1 Answer