High CPU usage
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As I found that my android app with PUN+(v1.25) consumed a high cpu resource even if it's in background, I created a simple scene to find out where the problem is.
I placed a cube that a script below is attatched in the scene.
This reproduced the problem.
It always consumes the cpu resource from 20 to 40%.
When I set offline mode on, it became under 1%.
Is there somthing that is considered to be the cause of this?
I placed a cube that a script below is attatched in the scene.
using UnityEngine; using System.Collections; public class Test : Photon.MonoBehaviour { void Start () { PhotonNetwork.ConnectUsingSettings ("0.1"); } void OnJoinedLobby () { PhotonNetwork.CreateRoom (null); } void OnJoinedRoom () { Debug.Log ("OnJoinedRoom"); } }
This reproduced the problem.
It always consumes the cpu resource from 20 to 40%.
When I set offline mode on, it became under 1%.
Is there somthing that is considered to be the cause of this?
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Comments
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Is this Android?
It could be that the receive Thread is a bit over-eager and we can fix this easily in the next release.
Let me know the platform, pls.0 -
Yes, it is.
This is about an app on Android 4.4.2(Galaxy S4).
Thank you.0 -
I hope you can do with the current version for the time being. I will take a look at this for the next update, ok?!0
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It's OK with me.
But I have a question. I've been using PUN+.
I'm not sure how to update it.
When it got published later, am I gonna be able to take the update for free?
Or do I have to buy it again at the unity asset store?
Thank you.0 -
You don't have to buy PUN+ for updates! We do continuous updates in the Asset Store and they are included.
Open the Asset Store (in editor), find the PUN+ package and there will be a "update" or "download" button. This will download the latest version.
Don't forget to actually "Import" that when you're ready.0