Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2020.1.X
Votes
0
Found in
2020.1.0a23
2020.2
Issue ID
1227597
Regression
Yes
High CPU usage by Semaphore.WaitForSignal when running on Mali GPU
Reproduction steps:
1. Download and open the submitted project
2. Build and run for Android
3. Look at fps counter on the top-left corner of the screen
Expected result: Counter shows around 60 fps
Actual result: Counter shows around 20 - 30 fps
Reproducible with: 2020.1.0a23, 2020.1.0b2, 2020.2.0a3
Reproducible on:
VLNQA00012, Samsung Galaxy S6 (SM-G920F), Android 7.0, CPU: Exynos 7 Octa 7420, GPU: Mali-T760
VLNQA00122, Samsung Galaxy S9 (SM-G960F), Android 9, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00270, Samsung Galaxy S10e (SM-G970F), Android 9, CPU: Exynos 9 9820, GPU: Mali-G76
Not reproducible on:
VLNQA00125, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Transition property is not disabled in the UI Builder when it is set by a variable
- Crash on PersistentManager::GetSerializedType when opening a specific Scene
- GlobalObjectId.GetGlobalObjectIdSlow returns empty ID when in Prefab Isolation Mode
- Crash on Transform::RemoveFromParent when deleting a child GameObject
- APV gets disabled when the SubScene is closed but still loaded
Add comment