Search Issue Tracker
Fixed
Votes
2
Found in
5.4.0f3
Issue ID
819715
Regression
Yes
[iOS][Metal][Internal profiler]Draw calls/batches on device are always zero when using Internal Profiler and Metal graphics API
Steps to reproduce the issue:
1. Download and open attached project.
2. Set iOS as a target platform.
3. Make sure that "Internal Profiler" is enabled in the player settings ("Player Settings...->Debugging and crash reporting->Enable Internal Profiler").
4. Enter custom "Bundle Identifier" in the player settings.
5. Connect any iOS device and build for iOS.
6. When the building process is finished, open ".xcodeproj" on Xcode, build and run it.
7. Observe the output of the Console.
Actual result:
Draw calls/batches on device are always zero when profiling with internal profiler.
----------------------------------------
iPhone Unity internal profiler stats
cpu-player> min: 2.1 max: 2.8 avg: 2.3
cpu-ogles-drv> min: 0.0 max: 0.0 avg: 0.0
cpu-present> min: 0.0 max: 0.0 avg: 0.0
frametime> min: 32.6 max: 34.2 avg: 33.3
batches> min: 0 max: 0 avg: 0
draw calls> min: 0 max: 0 avg: 0
tris> min: 0 max: 0 avg: 0
verts> min: 0 max: 0 avg: 0
dynamic batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0
static batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0
player-detail> physx: 0.0 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: -0.0 fixed-update-count: 0 .. 0
scripting-scripts> update: 0.0 fixedUpdate: 0.0 coroutines: 0.0
scripting-memory> used heap: 135168 allocated heap: 262144 max number of collections: 0 collection total duration: 0.0
----------------------------------------
Expected result:
Draw calls/batches on device should not be always zero when profiling with internal profiler.
----------------------------------------
iPhone Unity internal profiler stats
cpu-player> min: 2.9 max: 10.8 avg: 4.1
cpu-ogles-drv> min: 0.0 max: 0.0 avg: 0.0
cpu-present> min: 0.0 max: 0.0 avg: 0.0
frametime> min: 26.1 max: 41.0 avg: 33.5
batches> min: 6 max: 6 avg: 6
draw calls> min: 6 max: 6 avg: 6
tris> min: 1730 max: 1730 avg: 1730
verts> min: 5140 max: 5140 avg: 5140
dynamic batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0
static batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0
player-detail> physx: 1.7 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: 1.7 fixed-update-count: 1 .. 2
scripting-scripts> update: 0.0 fixedUpdate: 0.0 coroutines: 0.0
scripting-memory> used heap: 135168 allocated heap: 262144 max number of collections: 0 collection total duration: 0.0
----------------------------------------
Reproduced with:
5.4.0f3, 5.5.0a5.
Cannot reproduce with:
5.3.6p2.
Comments (1)
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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
jfperusse_bhvr
Jan 16, 2017 19:16
Anyone knows in which versions this has been fixed?