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How to locate CPU-bound issue by XCode Frame Capture

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Recently I've learned to use XCode's frame capture function to optimize rendering performance issues.
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However, when I try it on my game, I found my game is totally CPU-bound, my CPU time is up to 38ms while GPU time only takes 14ms. Now I'm confused because I don't know how to locate those CPU times, all the data in left Graphic API Calls Window seems all about GPU.
Then I go back in Unity's profiler window to...

How to locate CPU-bound issue by XCode Frame Capture

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