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Fixed in Unity 2017.2

Votes

9

Found in

5.4.3f1

Issue ID

867885

Regression

No

Time.realtimeSinceStartup returns delayed time when Android device screen is locked

Mobile

-

-

Priority: 4Not yet prioritized for a release

-

Severity: 3Workaround is possible

Reproduction steps:
1. Open the attached project
2. Build the project on Android device
3. Prepare stopwatch
4. Run the project on Android device
5. Start the stopwatch when splash screen appears
6. In the project application press "start" button
7. Lock the device and wait about 20 seconds
8. Unlock the device and notice that the time on the application is delayed

Expected result: Time on the application and on the stopwatch should be synchronized

Actual result: Time on the application and on the stopwatch aren't synchronized (check "repro.mp4")

Note:
- Issue doesn't reproduce when phone is charging

Reproduced on:
5.3.7p3, 5.4.3f1, 5.4.4p1, 5.5.0p4, 5.6.0b3

DUT(repro):
Meizu MX5 with Android 5.0.1
Motorola Moto E with Android 4.4.4

DUT(no repro):
Lumia 520 with Windows Phone 8.1

Comments (3)

  1. 7a525fd3f7793e48c045255d51dc5518?d=mm

    luckin

    Jul 28, 2017 03:08

    please backport to Unity 5.5

  2. 1d7bb450b1095abde00bcff43b3e53e9?d=mm

    Kaan-Yy

    Apr 12, 2017 06:50

    I have had the same problem with an IOS device and opened a bug:

    https://fogbugz.unity3d.com/default.asp?892103_vj9qm1ibm5087n1j

  3. 8f58dab895d708df5ef5626be9f1213e?d=mm

    dlegare_scientific

    Feb 14, 2017 22:51

    This issue also happens for me on iOS, though not on all devices. I have two iPad 4s, on one Time.realtimeSinceStartup works as expected, on the other time doesn't progress as expected when the device is locked. Both are running iOS 10.1.1. If this is a separate issue then I'll file a bug report, but they sound similar to me.

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