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Fixed

Votes

93

Found in

4.0.1f2

Issue ID

515409

Regression

No

Dynamic Font rendering performance issues on iOS

iOS

-

This test project renders a string of N random characters every frame.

Testing on an iPad 2 with a string of 30 characters the font generation step would take 70ms. It becomes slower as more characters are added to the string.

Comments (30)

  1. tnikolopoulos

    Mar 18, 2016 16:02

    oops i meant to say 5.3.3

  2. tnikolopoulos

    Mar 18, 2016 16:01

    yep, still getting it in 5.4.3 on an ipad 2
    the problem though seems to be fixed on an iphone 5 (which wasnt the case when i was using 5.0.0.1f4)

  3. Twistplay

    Mar 10, 2016 12:45

    Also seeing massive font spikes on iPad 3 and iPad4 (i.e. running OpenGLES2), but not seeing it on iPad Air and above (i.e. running Metal),

  4. nxrighthere

    Mar 06, 2016 20:35

    5.3.3 issue is not resolved.

  5. Toolism

    Feb 17, 2016 16:03

    This is definitely not fixed in 5.3.1, we have massive spikes attributed to Font.CacheFont in our iOS game..

  6. ikethedestroyer

    Dec 09, 2015 21:27

    Not fixed in Unity 5.3

  7. Knskan3

    Dec 08, 2015 21:01

    Just downloaded and tried in 5.3, still a huge issue.

  8. Tomi Tukiainen

    Oct 29, 2015 07:42

    We also have a game that runs on ~60FPS but there are Huge CPU spikes when we update HUD texts during gameplay. Android / Nexus 7, delay is ~1sec.

  9. Jakhongir

    Oct 27, 2015 06:35

    Huge freezes because of this problem (in profiler Font.CacheFont...). Unity version 5.2.1f1.

  10. NoseKills

    Oct 15, 2015 08:53

    Still an issue here. Some of the popups in our project take seconds to open after updating to 5.2.x

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