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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
7
Found in [Package]
1.0.2
Issue ID
1324709
Regression
No
[Android] Spike in CPU usage on the first touch on the screen when using Input System package
How to reproduce:
1. Open the attached project "TouchTest.zip"
2. Open the Scene "SampleScene"
3. Enable Development Build and Autoconnect Profiler in File -> Build Settings
4. Build and Run on Android
5. Tap the screen once
Expected result: No CPU usage spikes visible in the Profiler
Actual result: CPU usage spike visible in the Profiler on NativeInputSystem.NotifyUpdate()
Reproducible with: 0.2.10-preview - 1.0.2 (2019.4.24f1, 2020.3.4f1, 2021.1.4f1, 2021.2.0a14)
Can't test with: 0.2.1-preview (2018.4.34f1) - errors in the Console
Reproducible with:
VLNQA00277, Asus ROG Phone, Android: 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00006, Samsung Galaxy S7, Android: 8.0.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880
VLNQA00121, Samsung Galaxy S9, Android: 9, CPU: Exynos 9 Series 9810, GPU: Mali-G72
N/A, Oneplus OnePlus Nord, Android: 10, GPU: Adreno (TM) 620
-
lineway534
Aug 30, 2021 04:29
The same problem Unity 2020.3.17f1 Input System 1.0.2. Android device Redmi 5 plus. NativeInputUpdate(212.82ms)=>PreUpdate.NewInputUpdate(213.46ms). Next Tap 0.19ms.
<>c_DisplayClass7_0<set_onUpdate>b_0()<= I think this call in first time create some Event what create CPU big job. Solution: force the user tap before to the main gameplay. I think this call must be in the input system to create the actual Event, what you can use after with actual no delay.
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Postponing until further notice due to higher priority needs. We hope to revisit this at a later time.