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Physics.Processing takes a lot of time on high-end multi-core Android devices

Discussion in 'Physics' started by a-dolbilov, Aug 27, 2019.

  1. a-dolbilov

    a-dolbilov

    Joined:
    Jun 4, 2013
    Posts:
    17
    Hi,
    We have experienced really low performance on high-end 8-cores Android devices. Right after the start of the level Physics.Processing takes about 1 ms, but things became worse after 1 minute of gameplay.

    profiler.png

    According to profiler Physics.Processing run multiple jobs which are executed on Job Worker Threads. As you can see there is no single place where physics spent it's time. Also on iOS devices and in Editor we don't have problems with performance that's why I suggest the problem is not in our scene. Looks like synchronization or task-management problem in job system.
    Unity version: 2018.3.13f1

    Does anybody experience the same problem or know how to fix this issue?
    It's not possible to upgrade Unity to 2019.x, because it's very buggy :(
    We've already released game for iOS and want to release it under Android in the near future, please help!!

    P.S.: It's not CPU throttling and we have tried to use 'Sustained Performance Mode'
     
  2. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,461
    Hi, this could be related to this bug. Are you downloading any Streaming Assets, e.g. through
    UnityWebRequestTexture.GetTexture
    ?
     
    a-dolbilov likes this.
  3. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    2,461
    In any case, this could be worth filing a bug report. If only so we can narrow that particular bug down through different repro projects.
     
  4. a-dolbilov

    a-dolbilov

    Joined:
    Jun 4, 2013
    Posts:
    17
    Hi, thanks for the info, I will try to remove all the code which communicate with Streaming Assets and let you know if it helps.