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unity – Random close to zero FPS drops on Android

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unity – Random close to zero FPS drops on Android

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In our Unity recreation, we’re seeing an issue that we can not resolve for weeks. At random factors within the recreation, the FPS drops to zero and nothing strikes for 3-4 seconds, then every thing will get up to date in 1 body as if the freeze has not occurred. It appears it is a rendering downside as a result of completely nothing goes fallacious with the sport’s logic and functionalities, every thing works as anticipated after the mini-freeze. Even the consumer’s touches in that point window are processed afterward.

Clues:

  • Unity model: 2019.4.31f1
  • Optimized Frame Pacing: Disabled
  • Use incremental GC: Enabled
  • Target Architectures: ARMv7 + ARM64 constructed as an AAB file
  • Scripting Backend: IL2CPP
  • Graphics API: OpenGLES2
  • Application.goalFramePrice : 60
  • Vsync rely: Don’t Sync
  • Multithreaded Rendering: Enabled

Additional Information:

  • It is just not a full freeze. New frames do get rendered should you wait lengthy sufficient.
  • In the unity profiler we are able to see, that when the difficulty happens the principle thread appears to be ready for “gfx.presentframe” on the render thread.

We may reproduce the difficulty on these units: (All are 64-bit, Androids are 11 or 12)

  • Samsung Galaxy A30
  • Samsung S20 FE
  • Xiaomi Poco X3
  • Samsung A21s
  • Huawei Honor 50
  • Samsung S22 Ultra

Our downside is strictly like this Question, The distinction is that in our recreation, Optimized Frame Pacing is already disabled, so disabling it can not resolve the difficulty for us.

Here’s a Screenshot of the Unity profiler when this downside occurred, Look on the chosen body.

We are actually caught with the issue and any useful ideas or solutions will make us smile! Thanks in Advance!

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