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
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
Resolution Note:
The first call to the code in question here has a high cost for metadata initialization. Subsequent calls are much faster.