Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on Dec 8, 2022, between 7 am & 7 pm EST, in the DOTS Dev Blitz Day 2022 - Q&A forum, Discord, and Unity3D Subreddit to learn more about DOTS directly from the Unity Developers.
    Dismiss Notice
  3. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice

ARCore launch takes too long on Android

Discussion in 'AR/VR (XR) Discussion' started by waganda, Aug 21, 2020.

  1. waganda


    Jun 5, 2020
    We're making a project with ARFoundation to use as SDK in our Android and iOS apps.
    In Android, an empty project that only includes ARFoundation and ARCore takes 2.2s on the first launch and 1.5s on subsequent launches. The Unity launch screen is disabled.

    After adding the scripts to load a prefab and including the AAR library files into our main Android app, the launch takes 4 seconds. We are unhappy with that launch time as it is a bad experience for users to have to wait 4 seconds before they see the AR content.

    What can we do to speed up that launch?

    There seem to be 2 problems:

    - Unity takes 1 extra second to load the scripts and Canvas objects, even after we removed the 3D model from the scene and turned it into a prefab.
    - Loading it from our main app takes 1s longer than loading it from an otherwise empty app.

    But even the first launch of an empty scene that only contains ARCore takes 2 seconds, which is the maximum launch time we were hoping for in total. Is that normal?

    Any ideas about speeding up the launch would be welcome.
  2. chankeiro


    Oct 25, 2021
    Hi @waganda. Did you manage to speed it up?