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Question by Proggin_Barnes · May 09, 2011 at 08:22 PM · profileroverhead

How do I fix an Overhead Issue?

My group has been using unity for about 6 months now and while we were working on it the other day all of a sudden our frame rates dropped to about 1-5 fps and our character controller stopped working. We checked the profiler and it was showing 97% on Overhead. I understand basically what Overhead is but why would it skyrocket like this all of a sudden? Is there anyway to bring it back down?

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Answer by Antony-Blackett · May 09, 2011 at 08:47 PM

My guess is someone changed something and Unity doesn't like it. I'd recommend getting older builds out of your repository and find the exact checkin that creates this problem.

If you don't have a repository then I guess you'll just have to delete things until it goes away. Then you'll at least know what's to blame. And can start trying to fix it.

I wish Unity gave some better stats in the profiler. It's not always that useful.

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avatar image Proggin_Barnes · May 09, 2011 at 10:10 PM 0
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Ok, I think this may be it, I had moved some rogue scripts into a script folder. It was working though until we tried opening it up on another computer. I think we've tried reassigning the scripts though, but it hasn't had any effect. The only thing that has any kind of effect is when we disable the interactive cloth on the character(scarves) and the FPS returns to normal, but we are still unable to move the character. We have even tried deleting and rebuilding the main character prefab in our scenes.

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Answer by DaveA · May 09, 2011 at 10:00 PM

FWIW: I have no idea if this will help you but maybe someone: My scene is chock full of cameras. I use them as place-holders for jumping from view to view. Theses cameras should be disabled normally because they are not meant for rendering, just to hold a view pos/rot/fov and so forth. One day, I accidentally turned them all on, and my FPS hit the floor. Turning them back off got be back on track. So, lesson: if you have more than one camera in the scene, make sure only one is active at a time (or as few as possible anyway).

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avatar image Antony-Blackett · May 10, 2011 at 02:14 AM 1
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This would show up as Camera.Render in the profiler rather than overhead though. But yes, don't render your scene a hundred times.

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Answer by TomHunt · Jul 28, 2012 at 01:15 AM

I just came across a similar issue with the overhead myself. I found that simply restarting Unity would relieve the problem.

Not sure if this is related, but this seemed to start happening after I came back to Unity after leaving the screen locked for a while. Normally when I come back to it after a while of inactivity, the process is completely hung - CPU usage on the process is 13%, which on an 8-virtual-core system like I've got means it's maxed out one of the cores, probably in an infinite loop of some sort somewhere. It was actually usable this time around, but I'd get these really noisy spikes of like 80+ms all over the place when I'd run my game. I didn't notice as much of a performance hit in the editor, but that could just be because it's not trying to run in real time like the game.

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