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
- 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
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/