Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
4.0.0b8
Issue ID
491321
Regression
No
[Performance, iOS] Rendering performance varies on iOS even though the rendered scene does not
To reproduce:
1) build the project on Unity 3.5 (We're using Unity 3.5.4f1 on Mac) with autoconnect profiler
2) start the game on the device
3) Go in settings menu, and toggle on developer mode to show dev specific UI buttons
4) Start the game, and go in the first chapter
5) When ingame, press pause in the upper left corner, and press green DEV Freeze button. This will freeze the player in air but will not freeze the time (Time.timeScale == 1.0f)
6) Observe various profiling values on connected profiler
(MeshSkinning.Update spikes)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Unity is loading internal version of SharpZipLib instead of local version
- The Context Menu items are ordered incorrectly
- Audio Mixer does not change volume when lowering volume on an Audio Mixer loaded from AssetBundles
- Error “Value cannot be null. Parameter name: key UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)” thrown and Addressables build fails when "Include in Build" is disabled and using Addressables For Android package
- “error CS0433: The type 'CodeBinaryOperatorType' exists in both 'System.CodeDom and 'System" compilation errors are thrown when opening a specific project
Add comment