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Low FPS at low CPU usage
Situation: User can instantiate over 40 objects per click (these objects are then initialized, and drawn by GUI.DrawTexture) that later fly through the screen. After some time these objects fade out and get destroyed, but since this process is somewhat slow, user creates objects faster then they disappear. Anyway, at some point I reached 5 fps. But my CPU usage is under 30%, and my GPU is definietely not the case. What is the cause of this problem?
Guess your processor is multicore, and unity only uses one core, so the question is.. 30% of one core or 30% of your CPU's available power?
"And my GPU is definitely not the case.". Did you actually check, or do you just think that because you have a good graphics card it can't be the problem?
Consider Object Pooling, ins$$anonymous$$d of Instantiate/Destroy.
Yes it is multicore, but actually Unity uses all the cores almost equally, and yes, I have checked my GPU and usage stays below 20%.
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