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Won't Fix

Votes

1

Found in

2020.3.40f1

2021.3.12f1

2022.1.20f1

2022.2.0b11

2023.1.0a13

Issue ID

UUM-16537

Regression

No

[Mobile][IL2CPP] “UnitySynchronizationContext.ExecuteTasks” calls take longer when using IL2CPP instead of Mono Scripting Backend

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Reproduction steps:
1. Open the user’s attached “Camera.zip“ project
2. Build and Run for Android with “Development Build“ and “Autoconnect Profiler“ boxes checked
3. In the Profiler Window search for “UnitySynchronizationContext.ExecuteTasks“
4. Observe the “Time ms“ table

Expected result: Duration for “UnitySynchronizationContext.ExecuteTasks” calls is ~0.01 ms
Actual result: Duration for “UnitySynchronizationContext.ExecuteTasks” calls is ~0.1 ms

Reproducible with: 2020.3.40f1, 2021.3.12f1, 2022.1.20f1, 2022.2.0b11, 2023.1.0a13

Reproducible with these devices:
Samsung Galaxy Z Flip3 5G (SM-F711B), Android 12, CPU: Snapdragon 888, GPU: Adreno (TM) 660
Samsung Galaxy S22 (SM-S901B), Android 12, CPU: Exynos 2200, GPU: Ltd.
Samsung Galaxy S10+ (SM-G975F), Android 10, CPU: NOT FOUND, GPU: Mali-G76

Couldn’t test with these devices (Can’t test with Mono Scripting Backend on iOS devices and thus check the difference with IL2CPP):
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS

Not reproducible with: Windows Standalone

Tested with: Windows 10

Notes:
- The difference is seen the most in 2020.3.40f1
- The difference is starting to get smaller in 2022.2.0b11, since call time in Mono is ~0.03 and in IL2CPP is ~0.06
- The issue seems reproducible with VLNQA00358 - iPhone 12, 14.1 iOS device, but it’s not possible to check with Mono Scripting Backend

  1. Resolution Note:

    This bug is corrected in Unity 2022.2 and later. We're not planning to back port the changes to earlier versions.

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