Search Issue Tracker
By Design
Votes
2
Found in
5.6.0f3
Issue ID
898848
Regression
Yes
[Splashscreen] SplashScreenRender takes up CPU time on multiple platforms when disabled
Reproduction Steps:
1. Import attached project.
2. In Player Settings, disable "Show Splash Screen".
3. Build and Run with "AutoConnect Profiler" enabled.
4. Select frame 2.
5. Observe SplashScreenRender.
Expected result: SplashScreenRender should not take up Time ms. (Image attached)
Actual result: SplashScreenRender takes up about 0.29 - 1.5 ms.
Reproducible with: 5.6.0f3, 2017.1.0a6
Not reproducible with: 5.5.3f1
Comments (3)
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
- Override move options in Inspector are not disabled when only one Override is added in URP Volume
- “NONE”/“ALL” text in Adaptive Probe Volumes Option Override is too light when Editor theme is set to Light
- Default Volume Profile property does not get reset when the property is selected and the reset button is pressed
- Saving Visual Effect Graph closes it in Visual Effect Graph window
- [Android] "Texture2D.ReadPixels" writes pixels into a texture incorrectly when used with OpenGLES3
karl_jones
Apr 25, 2017 15:09
Its not actually the splash screen doing this. Its the drawing of the Watermark that happens in Developer mode, it just so happens to be done in the area that the splash screen is also drawn. We will improve the label.
jonnyboy1969
Apr 23, 2017 12:25
Me too.
samizzo
Apr 17, 2017 10:32
I see this too.