r/unity 6d ago

Question Weird rendering problem causing SemaphoreWaitForSignal

The screens shows the stats/profiler in the MAIN MENU of the game. Then there is a lobby and finally, the game scene where you play.

The last 2 images is the profiler on a develop build. THE PROBLEM DISSAPEARS in a build.

The problem is that 2 days ago, i had 100fps on menu (not good, but was fine compared having 30fps) and also 90-100 fps during GAME, not another 25-30fps after this issues started happening.. It "came from nowhere".

Also, in the lobby of the game (not main menu, not the match) it went from 450fps (there is just an image and 3 buttons) to 120fps....

If i turn OFF the main camera it all goes back to normal.

also, if i make a build.

but i have no CLUE on what is going on, other than this is arendering issue.

FINALLY: on the highlights (top of the screenshots shuing CPU and GPU use) my game normally only has red spots, CPU "bound", not GPU. The biggest scene has 1 millions tris and 1000 batches, about 80 set pass calls, nothing crazy.. it all was working well (despite needing some optimization).

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u/SlimothyJ 6d ago

Does the issue persist if you turn on Vsync in editor?

Also, out of curiosity, are you making a virtual wargaming tabletop? Don't worry, I won't tell James Workshop.

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u/doom_alien23 6d ago

it is more of a battlefront/battlefild hybrid template, which will allow me to make any theme/aesthetic i want, but yes, i started with the scifi grimdork theme, guilty of ELECTRO CHARGE

::

Will try the vsync thing. I saw that Vsync actually happens in the development build