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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. Aras

    Sep 02, 2015 15:34

    FYI: 5.1 dynamic fonts performance regression on iOS has been fixed in 5.1.2p1

  2. TerrenceRao

    Aug 12, 2015 07:29

    Same issue on 5.1.1f1. take long time to load scene that contains many text object.

  3. hugebug

    Aug 03, 2015 03:49

    Same on 5.1.1p4

  4. gregory_igromatic

    Jul 08, 2015 13:55

    Same on 5.1.1p3 5.0 was ok. When switching localizations for the interface. iOs only.

  5. Klamore74

    Jun 30, 2015 09:25

    About 65% of time spent on RequestCharactersInTexture are spent in iphone::GetFontPath()

  6. doppelmonster

    May 04, 2015 11:39

    same problem as "theplotlessplot". Same scenario, same problem. I didnt try to resize the text but by turning the GO off i got rid of the spikes ... please fix it!

  7. plotlessplot

    Feb 19, 2015 17:33

    I have the same problem as THINKYHEAD_. I have a UI Text element that gets updated whenever my game's score changes. I'm using a Canvas set to "Scale With Screen Size" (with the iPhone 5C's resolution as reference), which means that my font size needs to be set to 120-140 in order to be visible on the 5C. With some fonts, the game completely stalls for a fraction of a second when updating the Text element. With other fonts, the stalling is more sporadic. Reducing the font size gets rid of the problem, but the text becomes too small to read.

  8. abrown252

    Nov 20, 2014 21:36

    Using a dynamic font for a loading screen - takes approximately 2s on an iPad 2 to to render when SetActive is called.

  9. thinkyhead_

    Feb 19, 2014 20:06

    Perhaps related, I have a set of several GUIText objects where I'm changing the text periodically in 25 of them, running on an iPad 3. Whenever these GUITexts are changed there's a complete stall in the Unity App. This stalling, often a half second or more, almost always occurs. I had been trying to also do animation by increasing the font size in a GUIText and although it nearly worked, I experienced stalls and even more pronounced effects such as all the other GUITexts on the screen glitching for a second.

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