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Unaccounted time between: WaitForTargetFPS and GPUProfiler.EndQueries
Hello!
I'm experiencing some weird performance spikes in a game I'm working on. I already posted a question here explaining the symptoms being related to the physics system as I believed at the time. All the physics system setup is done according to Unity guidelines.
Now I'm really not sure what's going on. I connected my Huawei P9 Plus (64 GB) device to the Unity Profiler to debug the issue and I found this:
From what I understand, this information cannot be profiled by Unity. Anyone has an idea on what could be happening here? (If you need any more information, let me know)
Thank you!
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