high cpu usage when using networking components
This what I did: 1) I created a cube and than built & ran it. The cpu usage was about 20%. 2) Then I added an empty game object added two components to it a network manager and a network manager HUD.Then I added a network identity to the cube and selected Local Player Authority,
If I build it and run the cpu usage of the application is 80% windowed and 200% ++ fullscreened and in the editor it is about 60 to 70%. According to the profiler roughly 90% of is used on "WaitForTargetFPS" this also however true for the non networked version. This was done on my mac. I tried the same on my windows laptop, and it ran at 10% in editor and 3 % in application.
I did not change any of the default settings of any of the components or objects.
Any idea, what could be causing this, is something in my unity settings maybe on my mac?
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