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Fixed in 2020.1.X
Fixed in 2018.4.X, 2019.3.X
Votes
41
Found in
2018.4
2019.2.0a1
2019.2.1f1
2019.3.0a1
2020.1.0a1
Issue ID
1178300
Regression
Yes
Semaphore.WaitForSignal under Canvas.BuildBatch causes a slow editor in Play mode
Steps to reproduce:
1. Open the attached project "Temp Project" from the ownCloud link
2. Open "Main Scene"
3. Turn on the Profiler window
4. Enter Play mode
5. Notice the Spikes from Semaphore.WaitForSignal
Expected results: Semaphore.WaitForSignal does not cause spikes in the Profiler window and making Editor slow
Actual results: Semaphore.WaitForSignal causes spikes in the Profiler window and makes Editor slow
Reproducible with: 2019.2.3f1, 2019.3.0b1, 2020.1.0a1
Note: 2019.1 breaks the project and its packages
-
Dimonasdf
Dec 25, 2019 15:43
2019.2.17 stiil has this issue
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TheAnubis
Dec 22, 2019 11:01
It happens to me in Unity 2019.3.03f as well
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hawkigamer
Dec 20, 2019 22:02
Found in unity 2019.3.0f3
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KingVario
Dec 13, 2019 14:09
Same issue here 2019.3.0f3 Windows 10 and Android 9 reproduces this error when building game standalone for windows or android with autoconnect profiler.
Inside editor the Semaphore high MS does not appear when profiling only when i build external development build.
This Semaphore severely skews other profiler data. -
PhilipKeenanPhilips
Dec 12, 2019 20:40
Still have this issue in Unity 2013.3.0f3
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SebMarello
Dec 12, 2019 13:40
Same issue 2019.2.15f1
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antrikshvatss
Nov 25, 2019 13:45
Sir,
I am getting this issue in unity 2019.3 beta version as well as 2020.1 alpha version -
NewMagic-Studio
Nov 24, 2019 21:20
Same problem using 2019.2.11 have Semaphore.WaitForSignal inside MeshSkinning.Update using 33% of CPU
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antrikshvatss
Nov 23, 2019 15:41
Is this issue fixed in unity 2019.3.0b11
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pixelR
Nov 12, 2019 10:47
Is this the same reason why I have WaitForSignal in my Android game on the mobile? Unity 2019.3.0b10 + URP 7.1.2
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richardkettlewell
Oct 16, 2019
We are working on a fix for this.