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Fixed
Votes
93
Found in
4.0.1f2
Issue ID
515409
Regression
No
Dynamic Font rendering performance issues on iOS
This test project renders a string of N random characters every frame.
Testing on an iPad 2 with a string of 30 characters the font generation step would take 70ms. It becomes slower as more characters are added to the string.
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tnikolopoulos
Mar 18, 2016 16:02
oops i meant to say 5.3.3
tnikolopoulos
Mar 18, 2016 16:01
yep, still getting it in 5.4.3 on an ipad 2
the problem though seems to be fixed on an iphone 5 (which wasnt the case when i was using 5.0.0.1f4)
Twistplay
Mar 10, 2016 12:45
Also seeing massive font spikes on iPad 3 and iPad4 (i.e. running OpenGLES2), but not seeing it on iPad Air and above (i.e. running Metal),
nxrighthere
Mar 06, 2016 20:35
5.3.3 issue is not resolved.
Toolism
Feb 17, 2016 16:03
This is definitely not fixed in 5.3.1, we have massive spikes attributed to Font.CacheFont in our iOS game..
ikethedestroyer
Dec 09, 2015 21:27
Not fixed in Unity 5.3
Knskan3
Dec 08, 2015 21:01
Just downloaded and tried in 5.3, still a huge issue.
Tomi Tukiainen
Oct 29, 2015 07:42
We also have a game that runs on ~60FPS but there are Huge CPU spikes when we update HUD texts during gameplay. Android / Nexus 7, delay is ~1sec.
Jakhongir
Oct 27, 2015 06:35
Huge freezes because of this problem (in profiler Font.CacheFont...). Unity version 5.2.1f1.
NoseKills
Oct 15, 2015 08:53
Still an issue here. Some of the popups in our project take seconds to open after updating to 5.2.x