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
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
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/