Scene Culling WaitForJobGroup Causing CPU Spikes in 2D project
I just finished optimizing everything that I could for my game. It is running smoothly except for one problem that keeps popping up that I have no idea how to fix. Even when I have almost nothing happening on screen except for the player moving around, I get these CPU spikes in the profiler intermittently.
That's a 14ms process for the player standing in an empty room. When there is action going on, the spike shoots past 16ms causing dropped frames. My project is a 2D platformer so I turned Occlussion Culling off on my cameras. I was hoping that would help. Unfortunately, under SceneCulling/WaitForJobGroup, there are still these spikes out of nowhere. I read that this meant it was waiting for the GPU to finish. However, with nothing going on in the scene, I don't know why the GPU would have a problem. I looked this up in the Unity issue tracker, and some other people were having a similar problem with their 3D projects. The issue was closed due to it being "Resolved", but other people reported that the problem still persists. I know the problem is still happening in my project, and I'm on the latest version of Unity. Does somebody have some insight about what could be causing this, or is this a Unity bug that we have to wait for them to fix?
Any help would be appreciated as I have run out of possible fixes for this issue. If you made it this far, thanks for reading and please comment if you are also experiencing the same problem.
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