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Fixed

Under Consideration for 2022.3.X, 6000.0.X

Fixed in 6000.3.11f1, 6000.4.0b12, 6000.5.0a6, 6000.5.0a8

Votes

8

Found in

2022.3.64f1

6000.0.54f1

6000.1.12f1

6000.2.0b10

6000.3.0a2

6000.4.0a1

6000.5.0a1

Issue ID

UUM-112011

Regression

No

Built project stutters intermittently when Vsync is enabled

Metal

-

How to reproduce:
1. Extract and open the attached “IN-105370.zip“ project
2. Build and run the project
3. Observe the Built project

Expected result: The cubes move smoothly without stutter
Actual result: The cubes intermittently stutter with Vsync on

Reproducible with: 2022.3.64f1,
 6000.0.54f1, 6000.1.12f1, 6000.2.0b10, 6000.3.0a2

Reproducible on: MacOS 15.5 Silicon

Not reproducible on: Windows 11

Notes:
- Stuttering doesn't happen when vsync is disabled, stuttering also occurs when setting Vsync to every second V blank
- Stuttering also occurs in the Editor Play Mode, with Profiler enabled
- This issue is about Mac Standalone Player only. For the Mac Editor see
UUM-85256.

  1. Resolution Note (fix version 6000.5.0a6):

    Fixed in 6000.5.0a6

  2. Resolution Note (fix version 6000.4.0b12):

    Fixed in 6000.4.0b12

  3. Resolution Note (fix version 6000.3.11f1):

    Fixed in 6000.3.11f1

Comments (7)

  1. Ashanex

    Mar 10, 2026 19:27

    I want to confirm that after testing Unity 6000.5.0a8 this seems to have been fixed by enabling in Project Settings > Player > Other Settings > "Use MetalDisplayLink".

    After enabling the project runs PERFECT.

    Stutters are complete gone both with Vsync ON and OFF. It also fixes other stutters that I thought were unrelated.

    I had a large but simple object in my project that when spawned it would completely freeze the game for 5+ seconds. I thought it was because it was also enabling some post processing effects on spawn but nope, completely gone after this. Curiously I just discovered also that this particular freeze stopped happening when building in Mono instead of IL2CPP.

    I've tested turning "Use MetalDisplayLink" ON and OFF to fully confirm and yep, turning it OFF makes all stutters and the Freeze come back instantly.

    Thanks Unity team! I've been suffering from this stutters for 5+ years but I guess better late than never :)

    I hope it also gets added to Unity 6000.0.*

  2. Ashanex

    Feb 10, 2026 12:21

    Apparently this may have been fixed already in version 6000.5.0a6, as this entry has been added to the release notes:

    macOS: Added support for CAMetalDisplayLink on the Mac Player.
    It is disabled by default and can be enabled in Player Settings by toggling "Use MetalDisplayLink (Mac Player only)" or by using the environment variable UNITY_USE_METAL_DISPLAY_LINK=1.
    Using CAMetalDisplayLink decreases stuttering, improves frame pacing, and makes Time.deltaTime more stable.

    I still haven't tested it but I've got my hopes up.

  3. Ashanex

    Jan 31, 2026 13:41

    Will this be fixed in other Unity versions such as 6000.0, and 6000.3?

  4. HofiOne

    Jan 31, 2026 08:00

    "Under consideration for 2022.3.X, 6000.0.X, 6000.3.X, 6000.4.X"

    Really?

    This is a very serious problem that affects thousands of games, where projects clearly cannot be switched to a version that does not officially exist yet.

    Then what does "LTS" mean in those version names?

  5. HofiOne

    Jan 31, 2026 07:51

    This is the same issue I faced in my project, and I reproduced it in this Unity 2022.3.62f3 example:
    https://github.com/HofiOne/Unity-macOS-Scroll-Jitter-Demo

    It is unbelievable that this serious issue is still not fixed, as it renders games unenjoyable on macOS.

  6. Ashanex

    Dec 07, 2025 23:46

    I'm not 100% sure but I think the stutter happens even with Vsync OFF on Mac. But because there is a lot of screen tearing it's harder to see the stutter. Turning Vsync ON helps the stutter to be more visible.

  7. CodeGordon

    Nov 04, 2025 14:01

    This is a critical issue! It's not possible to release anything on MacOS as long as this remains unresolved.

    Please advise any workarounds that can be applied locally.

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