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The issue is happening because of Just in time compilation. That is, when the mono runtime just see's the function for the first time, it will lazily compile the scripts, which costs around 11ms in this instance. The issue is not caused by lights, or their number. This issue won't happen when you actually ship a game and compile using IL2CPP. I recommend doing profiling with an actual player with IL2CPP to see the real world performance costs. Editor profiling has to be taken with a grain of salt because of all the tooling. Wont fix this issue because its by design.
The issue is happening because of Just in time compilation. That is, when the mono runtime just see's the function for the first time, it will lazily compile the scripts, which costs around 11ms in this instance. The issue is not caused by lights, or their number. This issue won't happen when you actually ship a game and compile using IL2CPP. I recommend doing profiling with an actual player with IL2CPP to see the real world performance costs. Editor profiling has to be taken with a grain of salt because of all the tooling. Wont fix this issue because its by design.
The issue is happening because of Just in time compilation. That is, when the mono runtime just see's the function for the first time, it will lazily compile the scripts, which costs around 11ms in this instance. The issue is not caused by lights, or their number. This issue won't happen when you actually ship a game and compile using IL2CPP. I recommend doing profiling with an actual player with IL2CPP to see the real world performance costs. Editor profiling has to be taken with a grain of salt because of all the tooling. Wont fix this issue because its by design.
The issue is happening because of Just in time compilation. That is, when the mono runtime just see's the function for the first time, it will lazily compile the scripts, which costs around 11ms in this instance. The issue is not caused by lights, or their number. This issue won't happen when you actually ship a game and compile using IL2CPP. I recommend doing profiling with an actual player with IL2CPP to see the real world performance costs. Editor profiling has to be taken with a grain of salt because of all the tooling. Wont fix this issue because its by design.
Steps to reproduce
Expected behavior
Actual behavior
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