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Question by baba · Mar 30, 2020 at 05:14 AM · optimizationcustom editorcpu usage

Very high CPU usage in custom editor, would Editor Coroutines help?

I am running unity 2019.3.1f1 on macOs 10.15 on a macbook pro 13'' late 2011.

On a newly created empty project, macos Activity Monitor reports that when Unity is in Editor Mode and I am not click anything, it uses about 20%-30% CPU If I do something like dragging and moving a simple slider Then CPU usage jumps to 80-90%.

This is true for sliders in standard unity objecs inspectors. Or for simple slider created for instance this way:

 Range(0.0f, 10.0f)]
 public float mySliderFloat;

or in a custom editor for my scriptable object this way:

 [CustomEditor(typeof(MyScriptableObject))] 
 public class MyScriptableObjectEditor : Editor
 {
 float                      test;
   
 void OnEnable()
     {
         test =0;
    }
 
  public override void OnInspectorGUI()
     {
         EditorGUILayout.BeginHorizontal();
         test = EditorGUILayout.Slider("test",test, .0f, 10.0f); 
         EditorGUILayout.EndHorizontal();
 
 }

btw, cpu usage goes up to %120 if I use say the hand tool in the (empty) scene view.

I am actually developing a custom editor with not only sliders but also my own graphs that I can redraw by hand.

Is there a way to reduce CPU usage in custom editors? Is Editor Coroutines something that I should explore in order to try to achieve this? Any other idea/pointer would be welcome.

Also is this type of CPU usage expected and common or, is it just that my machine is too old? What is typical CPU usage on a newer machin typically?

My machine specifics: 2.5 Ghz Dual-core Intel i5, 16GB 1600 Mhz DDR3, intel HD Graphics 3000 512 MB

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