I've been puzzling over this performance issue for a while now. I'm building a Oculus VR game for the Oculus Quest, everything is going great but the performance specifically in builds really tanks while it's great in the editor. I've looked around and haven't really found any solution to this. I'm using Unity 2020.1.3f1
Profiler in Editor: ![alt text][1]
Profiler in Build: ![alt text][2]
The main problem seems to PostLateUpdate.PlayerSendFrameStarted, what is that, why is it only in the build and why is it sooo performance-heavy? There was another thread about this issue but the solutions there did not work/apply.
[1]: /storage/temp/180369-woodsineditor.png
[2]: /storage/temp/180370-woodsinbuild.png
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