Search Issue Tracker
Not Reproducible
Votes
9
Found in
2019.3
2019.3.0f5
2020.1
Issue ID
1211503
Regression
No
[XR][Oculus Quest][URP] Significant Semaphore.WaitForSignal pauses on the main thread between MeshSkinning.Skin calls
Repro steps:
1. Open uploaded project
2. Build and Run on Questtea
3. Connect Profiler
Actual: Periodical spiking in Semaphore.WaitForSignal
Reproducible with: 2019.3.2f1, 2020.1.0a25
Comments (2)
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
mpgholden
Mar 10, 2020 20:08
Glad this is being tracked! I submitted a minimal repro project in case 1211503 that demonstrates this issue in 2019.3.4 without the URP, and the spikes show up in "PutGeometryJobFence" and "MeshSkinning.Skin" in the profiler.
Peter77
Mar 10, 2020 16:49
Related forum thread:
https://forum.unity.com/threads/2019-3-0f3-cpu-spikes-in-putgeometryjobfence.808635/