Hey all, this one has me really stumped. The problem started here when I noticed REALLY high amounts of CPU time going to rendering when I build my game. The game easily sits at 500 - 1000 fps on my Surface Pro but struggles with 40 on android. https://answers.unity.com/questions...build.html?childToView=1481611#answer-1481611 To try and narrow down the issue, I've created a basic scene, (a plane, few sprites, couple of cylinders and a couple of cubes). I've noticed that randomly, (normally 2 - 3 minutes), the rendering shoots up in the profiler, and frame debugger shows everything drawing twice per frame. The arrowed point in the profiler is the exact moment it happens. I've got both batchings running, gpu skinning, single pass rendering, OpenGL3 forced. Every trick and optimisation I can think of I've done, everything is using a mobile shader and single coloured. No pixel perfect canvases, no rich text. Still the problem doesn't go away! I've also tried downgrading to 2017.1.1f1 and the situation hasn't improved! Im using GVR SDK 1.130.1. Any help is appreciated!!!