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Fixed in 2018.1.X
Votes
0
Found in
2017.3.1f1
Issue ID
1019097
Regression
No
Unity has disproportionately high CPU usage when videoplayer is paused on a frame outside the buffer range
How to reproduce:
1. Open users attached project "Test Video Player"
2. Open windows task manager
3. Enter Game mode in unity
4. Launch video player and pause it afterward
5. Slide player's slider until the last frame
6. Inspect unity editor's CPU usage inside the task manager
Expected result: Unity uses the same CPU no matter where the video is paused
Actual result: CPU usage get disproportionately high
Note: Unity Editor's Profiler doesn't show higher CPU usage (show conflicting data compared to task manager). Happens all the time with the last frame but easy enough to reproduce with frames that were not played or loaded yet (not in a buffer).
Reproducible with: 5.6.5p3, 2017.1.3p3, 2017.2.2p2, 2017.3.2f1, 2017.4.1f1
Fixed in: 2018.1.0a1 and all later versions
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PeterPeterPan
Apr 28, 2018 09:52
This problem happened to me......
I use the version 2017.1.0f3
In my project I have to run four Unity at same time (one computer), and I use the function "Pause()".
My CPU keep on 100%, it confused me for a few days......