High CPU Usage when lauching game via Editor

I can think of two reasons:

  1. Your project is configured to run through frame updates as fast as possible, ie vsync is disabled and no cap on update frequency.
  2. When you run Project->Build from the editor you get a debug build. This debug build is broadcasting network presence so that the editor can detect it and it has the profiler enabled. Do you get the same behaviour in a release bundle?
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