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MR app runs fine on first run. Slow on resume.

Discussion in 'VR' started by unity_9AolJjNs7iBtOw, Nov 8, 2017.

  1. unity_9AolJjNs7iBtOw

    unity_9AolJjNs7iBtOw

    Joined:
    Nov 8, 2017
    Posts:
    5
    HI,
    I have created an app for Windows Mixed Reality. Built and deployed with Unity 2017.2.0p1-MRTP4.
    Everything works fine and smooth on the first run. However, when I go back to the cliff house (using Windows key on the motion controllers) and resume the app by clicking the app window, the performance is very bad.
    The only way to recover the performance is closing the app (using the close button on the window) and run it from Windows Mixed Reality's Start menu. I am not sure if there are any known issues like this?

    This is the link on the Store (Museum of Type. Free app)
    https://www.microsoft.com/store/apps/9pnh85f76rvp

    Thanks!
     
  2. pfreese

    pfreese

    Unity Technologies

    Joined:
    Feb 23, 2015
    Posts:
    85
    We haven't encountered this issue or had any reports of it before. Please submit a bug report and we'll investigate.
     
  3. MrMatthias

    MrMatthias

    Joined:
    Sep 18, 2012
    Posts:
    191
    I experience the same issue, any update on this? tested with MRTP3 and 4
     
  4. unity_9AolJjNs7iBtOw

    unity_9AolJjNs7iBtOw

    Joined:
    Nov 8, 2017
    Posts:
    5
    @pfreese How can we file a bug? I don't see a button in the Issue Tracker page. Thanks!
     
  5. MrMatthias

    MrMatthias

    Joined:
    Sep 18, 2012
    Posts:
    191
    you can report it from within unity
     
  6. Unity_Wesley

    Unity_Wesley

    Unity Technologies

    Joined:
    Sep 17, 2015
    Posts:
    558
    We have a known issue with performance dropping to 50 fps after resuming an app, is this what you are seeing?
     
  7. cre8ivepark

    cre8ivepark

    Joined:
    Oct 21, 2016
    Posts:
    4
    @Unity_Wesley I feel it is less than 20fps. You can try with the app link above(it is free).
    It runs very smooth only on the fresh first run.
     
  8. unity_9AolJjNs7iBtOw

    unity_9AolJjNs7iBtOw

    Joined:
    Nov 8, 2017
    Posts:
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  9. ivan20071

    ivan20071

    Joined:
    Nov 15, 2017
    Posts:
    29
    I am having the same problem with my app.
     
  10. RichardEng

    RichardEng

    Joined:
    Jun 14, 2013
    Posts:
    4
    Also seeing this issue. In fact the app was just rejected from the Microsoft Store because of it. I have tried with a new project and empty scene: same behaviour. So this is a pretty bad Unity bug by the looks of it @Unity_Wesley . Is there anything that can be done / changed in settings (thinking VSync?) that can help?

    Unity 2017.2.0p3
     
  11. RichardEng

    RichardEng

    Joined:
    Jun 14, 2013
    Posts:
    4

    Looking at your app on the headset it seems that you have resolved this issue. May I ask what you did @unity_9AolJjNs7iBtOw? I've been trying a few things/options/quality settings, etc, but I keep getting this behaviour even in a blank scene/project. Thanks!
     
  12. ivan20071

    ivan20071

    Joined:
    Nov 15, 2017
    Posts:
    29
    I made a test with MRTP5 and the latest release of MRTK.
    Now my app runs ok also after the first start
    Ivan
     
    RichardEng likes this.
  13. ivan20071

    ivan20071

    Joined:
    Nov 15, 2017
    Posts:
    29
    With 2017.2.1f1 the problem is there again
    Ivan
     
  14. tenergy05

    tenergy05

    Joined:
    Jan 7, 2014
    Posts:
    1
    I am also experiencing this issue. 2017.2.1f1. Not using MRTK. It doesn't seem to occur in editor though, only from the generated app packages.
     
  15. ivan20071

    ivan20071

    Joined:
    Nov 15, 2017
    Posts:
    29
    With Unity 2017.3.0f3 this issue is not present.