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By Design
Votes
3
Found in
5.4.0f3
Issue ID
825754
Regression
Yes
[Android] EventSystem.Update() gives a big spike after first touch
Steps to reproduce:
1) Create a new project.
2) Add any UI element ( tested with Text and Image).
3) Enable Development Build and Autoconnect Profiler.
4) Build and run project on a device.
5) After game will be loaded, you will notice that EventSystem.Update() been loaded on the first frame (check profiler).
6) Click anywhere on the screen and you will notice that its been called again and takes a lot of memory (check profiler).(see attached image 'bug.png').
Expected result: EventSystem.Update() should not cause a big spike after screen been touched first time.
Actual result: It causes a big spike after screen been touched first time.
Reproduced with: 5.3.6p3, 5.4.0p2, 5.5.0b1.
Not reproduced with: 5.2.4f1.
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Y_Bilenko
Mar 31, 2020 20:18
The same problem with Unity 2017.4.38
realprimo
Oct 28, 2019 21:44
same prob.
AlMartson
Feb 20, 2019 23:10
Could it be solved by simulating a 'touch' by code when the app starts?
Maybe in some InputManager Start() Method?
Orkun_SRZ
Jan 23, 2019 04:55
Same problem with 2018.3.1f1 android export
Orkun_SRZ
Jan 23, 2019 04:55
Same problem with 2018.3.1f1 android export
Orkun_SRZ
Jan 23, 2019 04:53
Same problem with 2018.3.1f1 android export
Geads
Aug 28, 2018 06:06
2018 is a problem still. I have an animated menu right now so its a big issue.
Miguel_TagaiArts
Apr 18, 2018 11:00
Same in 2017.4.1f1. But if it is like so by design, I don't think we'll get this fixed.
zakirshikhli
Nov 26, 2017 08:31
Same issue with 2017.2 Patch 2 (latest for today)
overfile
Sep 29, 2017 12:09
I have the same Issue on Android build, Unity 2017.1.1f1