Search Issue Tracker
Won't Fix
Won't Fix in 2023.3.X
Votes
7
Found in
2020.3.48f1
2021.3.25f1
2022.2.18f1
2023.1.0b15
2023.2.0a13
2023.3.0a3
Issue ID
UUM-35443
Regression
No
[Android] Player Loop in Profiler is not steady when empty Scene is open in Player
Reproduction steps:
1. Open the attached project “PlayerLoopNotSmoothProject”
2. Select Android in Build Settings
3. Make sure "Development Build" is enabled in Build Settings
4. Enable Autoconnect Profiler
5. Build and Run on an Android device
6. Inspect PlayerLoop in the Profiler
Expected result: The PlayerLoop in the Profiler should be smooth/flat at 16.67 ms
Actual result: The PlayerLoop as shown in the Profiler is very jaggy
Reproducible with: 2020.3.48f1, 2021.3.25f1, 2022.2.18f1, 2023.1.0b15, 2023.2.0a13
Reproducible with these devices:
Samsung Galaxy S10 (Mali-G76 MP12)
Huawei P30 Lite (MAR-LX1A) (Chip: Kirin 710, Gpu: Mali-G51, Android 10)
Samsung Galaxy S6 edge+ (SM-G928F), Android 7.0, CPU: Exynos 7 Octa 7420, GPU: Mali-T760
Samsung Galaxy S9 (SM-G960F), CPU: Exynos 9 Series 9810, GPU: Mali-G72, OS: 10.0.0
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Resolution Note:
After testing, we can confirm that the fluctuations seen around the time taken for the PlayerLoop and the median loop time are within the expected range. There are no abnormalities when checking CPU usage or logs.
The small variations seen per loop are normal and can be caused by many factors, such as time taken by the app when migrating between CPU cores or performance change due to CPU frequency scaling, etc.
Ensure the "Optimize Frame Pacing" setting is ticked if it isn't yet, as this option can reduce the fluctuation on Android. Closing as no fix is needed.
Resolution Note (2023.3.X):
After testing, we can confirm that the fluctuations seen around the time taken for the PlayerLoop and the median loop time are within the expected range. There are no abnormalities when checking CPU usage or logs.
The small variations seen per loop are normal and can be caused by many factors, such as time taken by the app when migrating between CPU cores or performance change due to CPU frequency scaling, etc.
Ensure the "Optimize Frame Pacing" setting is ticked if it isn't yet, as this option can reduce the fluctuation on Android. Closing as no fix is needed.