Search Issue Tracker
Not Reproducible
Votes
0
Found in
2018.2.5f1
Issue ID
1111639
Regression
No
There’s a significant pause before a first Debug.Log is executed after waiting for threads to complete
Repro steps:
1. Open user attached project
2. Enter Play Mode and press either one of the buttons in the Game View
3. Observe the messages in the Game View or in the Console
Notice that the time taken for the first Debug.Log message is significantly higher than for the second one
4. Repeat steps 2-3
Notice that now the time for both Debug.Log messages is similar
5. Exit Play Mode, open the LogAfterThreads script and uncomment the Debug.Log statement in the Start method
6. Repeat steps 2-3
Now the pause before the first Debug.Log call doesn’t occur
Reproducible with: 2017.4.18f1, 2018.2.20f1, 2018.3.2f1, 2019.1.0a13
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note (2019.2.X):
This is not a bug. If you look at the profiler, you'll see that the increased time is spent in Mono JIT.