Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.4.0a1
2018.3.0a1
2018.3.11f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1148701
Regression
No
[IL2CPP] IL2CPP is 5 times slower than Mono calling ZeroFormatterInitializer.Register()
Steps to reproduce:
1. Open user attached project
2. Make Mono and IL2CPP builds, make sure that development build is unchecked
3. Compare the results of "test3" output, notice that test3 is significantly slower on IL2CPP
Expected result: ZeroFormatterInitializer.Register() should not be slower on IL2CPP when Development Build is unchecked
Reproduced in: 2019.3.0a1, 2018.3.11f1, 2017.4.26f1 on .NET 4.6, and .NET 3.5
Tested on: Windows Standalone and Android
Devices under test:
VLNQA00002, Samsung Galaxy S5 Neo (SM-G903F), Android 6.0.1, CPU: Exynos 7 Octa 7580, GPU: Mali-T720
VLNQA00230, Oneplus OnePlus6T (ONEPLUS A6013), Android 9, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00173, Xiaomi Redmi 6 Pro (Redmi 6 Pro), Android 8.1.0, CPU: Snapdragon 625 MSM8953, GPU: Adreno (TM) 506
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
- Prefab Override popup displays on wrong monitor when Inspector width is resized to minimum
- Scroll View is not moving by inertia after scrolling by click and dragging when Editor window is minimized and Canvas "Render Mode" is set to "World Space"
- "type mismatch error" occurs when the currentDirectionWS output of a Sample Water Surface node is connected to a float3 input
- URP Material Upgrade utility does not enable Alpha Clipping when material had Rendering Mode set to Cutout
- Particle System emission ignores the Sprite Atlas when using a Material that has the "Include in Build" setting unchecked
Resolution Note:
The first call to the code in question here has a high cost for metadata initialization. Subsequent calls are much faster.