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Unaccounted time between: MeshSkinning.Update and Camera.Render

Discussion in 'Editor & General Support' started by DanFlanaganCodes, Jan 15, 2017.

  1. DanFlanaganCodes

    DanFlanaganCodes

    Joined:
    Jun 21, 2014
    Posts:
    17
    Someone, help? Having Unaccounted time between: MeshSkinning.Update and Camera.Renderer is causing huge frame spikes on my VR project. I need to know more about how to do this. I also removed all skinnedmesh renderers from the scene and strictly have mesh renderers now. Does anyone have any advice one this??????
     

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  2. DanFlanaganCodes

    DanFlanaganCodes

    Joined:
    Jun 21, 2014
    Posts:
    17
    The culprit is movies running in the scene. Even if you run one then destroy the asset it still causes that overhead, and it is only additive, the more movies, the more overhead. Unity you need to do something about your Movie Textures.
     
  3. BrodyB

    BrodyB

    Joined:
    Dec 17, 2014
    Posts:
    10
    I've been spending the last week trying to figure out what the eff was causing "Unaccounted time between: MeshSkinning.Update and Gfx.WaitForPresent" and I think you just nailed it.

    For my VR project, this is even causing a cumulative slowdown problem that carries over into scenes that have fewer MovieTextures playing.
     
  4. GiantGrey

    GiantGrey

    Joined:
    Jul 2, 2012
    Posts:
    261
    wow this is crazy but you are right @flannel40000 Just integrated some movie textures into our project and had the exact same issue.... removing them fixes the problem. But that is not a solution!
    Did you file a bug report?
     
  5. DanFlanaganCodes

    DanFlanaganCodes

    Joined:
    Jun 21, 2014
    Posts:
    17
    @propeller I didn't because I ended up using a plugin to fix this because Unity's movie texture just.... it isn't great, and the render-head plugin worked extremely well.