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Question by Noam · Sep 18, 2011 at 09:19 AM · performancedebugdetonator

Performance hiccup in release build?

Hi,

I'm using the detonator framework in my game, and it looks like once in a while there is a performance hiccup (about half a second) when certain explosions are activated. (It might be because of object creation, not sure). This is happening in a non-debug standalone windows build. This happens mostly during the first time that the detonator is activated in a scene.

When I try to debug the problem by building a standalone build and profiling it, the problem does not reproduce. In fact, even without the profiler (just dev build) it doesn't reproduce.

Does anyone have an idea of what might be happening and what makes the difference between release and debug builds?

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Answer by dingben · Sep 30, 2011 at 08:55 AM

...I am not sure I will be helpful, but I have an issue that could be related. If I make rapid changes to a scene and swap back and forth, editing code, changing scene objects, saving scene, saving code, hitting the PLAY button to test... Often times I get a hiccup as well... the hick up hits immediately upon start of the game and repeats periodically(a few seconds) thru-out the entire play session.

When I build the web player, the problem gets transferred to the player, and the game hiccup(s) in the browser.

The only way I have been able to get around it is to make a dumb change in the code(like hit the spacebar, then backspace to delete), and save, restart, but doing everything slowly... no clickady-clicking at mad developer speed. I sometimes have to make a small change more than once before I get it to compile clean.

WIN 7 Pro, Unity 3.4.0f5, MonoDevelop (...had same problem the old UNISCITE editor)

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avatar image TheEmeralDreamer · Sep 30, 2011 at 08:58 AM 0
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same happens for me altho when i notice the problems i will make a small save, then save project and scene. usually clears it up, for me.

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Answer by Leocesar · Dec 26, 2011 at 08:44 AM

Same problem here, but it doesn't happen in the standalone executable of my games, so I got used to it. Never reproduce it in the web deployment. I understand that when you play your game inside the editor there are other calculations involved like profiling, debugging, editor wise code, etc. Windows 7, Unity 3.4.2 free.

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