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Question by Octopoid · Oct 31, 2016 at 11:51 AM · buildperformancedebuggingprofiling

Profiling or debugging long hang at load on standalone build

When I run my project standalone build, I get an extremely long hang at startup.

Straight after the splash screen, the window remains white for 3-4 minutes before the scene appears. It runs in around 5 seconds from the editor. If I click in the window during that time it reports the process is not responding, and task manager shows that it's maxing out a core for that entire time.

I've tried to use the profiler on the build, but it doesn't begin profiling until after the hang. The logs don't seem to show anything untoward I can see. All my scripts seem to execute after the hang.

Other projects and even other scenes in the same project build and run fine.

  • Is there anything other than my scripts attached to the scene which could cause this sort of problem?

  • Is there a better way of profiling or debugging this?

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Answer by Matexyu · Jun 05, 2017 at 12:13 AM

@Octopoid Your best bet is probably to use the Unity Profiler.

Some official Unity documentation:

  1. Introductory video tutorials

  2. overview for beginners

  3. on-line written manual


Here a discussion on profiling loading times.

Good luck.


(off-topic: woah, this on-line editor is buggy / hard to use :\ )

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Answer by Igor_Vasiak · May 31, 2017 at 01:52 PM

Something that could be slowing down your scene is lightning, maybe? Baked and Realtime Global Illumination, if set with extra-high lightmaps can really get away your performance in-game, since they're both CPU, GPU and RAM intensive.

Another tip is to don't always use Update() voids (or maybe function if you're on js), 'cause it can really get your game kinda laggy, so use LateUpdate() instead.

And try to pre-load some of your materials, so you can save something of your CPU and GPU.

Just a tip, if you post some screenshots of what is happening it could help someone answer you quicker. Hope this helps.

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