Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.5.0f3
Issue ID
876346
Regression
No
[Android] WaitForTargetFPS doesn't show up in profiler when multithreaded rendering is active
How to reproduce:
1. Open the attached project "FPSTestProject.zip"
2. Disable multithreaded rendering in Android Player Settings
3. Build and run test scene on Android device (make sure that "autoconnect profiler" is enabled)
4. Notice that displayed frame rate on the screen is around 30 fps and profiler shows WaitForTargetFPS
5. Repeat steps 2-3 with enabled multithreaded rendering
Result: Displayed frame rate on the screen is around 30 fps, but WaitForTargetFPS doesn't show up in the profiler
Expected behavior: profiler shows WaitForTargetFPS
Note: User sets Application.targetFrameRate = 30 (V Sync Count in Quality settings is disabled)
Reproducible: 5.3.7p4, 5.4.4p2, 5.5.1p4, 5.6.0b8
Not reproducible: 2017.3.1f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment