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Question by tommyzat · Oct 31, 2016 at 01:44 PM · uimobilelagprofilereventsystem

Insane EventSystem.Update lag spike, no graphic raycasters in scene

Hello!

I have this action: On screen touch: Activate a UI gameobject with text and NO graphic raycaster, deactivate a gameobject WITH graphic raycaster. That's it, however I'm still getting INSANE lag spikes for eventsystem, and I have no idea why.

Here's the profiler: alt text

untitled.png (154.7 kB)
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avatar image shohan4556 · May 30, 2017 at 04:33 AM 0
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I am also having this issue no idea tried many things but unable to solved this problem. Please share how did u solved it.

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Answer by OscarLeif · May 30, 2017 at 06:23 AM

It could be a lot of things, the most common is to have a lot of UI elements in the scene to the Event System have to check for all the UI elements.

For more informaiton please check here, it could help. https://divillysausages.com/2016/01/21/performance-tips-for-unity-2d-mobile/

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Answer by IgorAherne · Jan 16, 2019 at 03:46 PM

Have a look here:

https://forum.unity.com/threads/event-system-performance-pretty-bad.292570/#post-4109506

Basically you have 49.3% shown as "Self", which is not much use. Use "Deep Profile" option, so it records a deeper callstack.

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Answer by roointan · Feb 16, 2020 at 12:10 PM

In my case, it was a call to DateTime.Now somewhere deep in the methods that was slow! take a look at this: https://issuetracker.unity3d.com/issues/ios-il2cpp-system-dot-datetime-dot-now-is-slow-on-the-first-run I replaced the code with Time.time and it's fixed now.

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