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SpaceRocker
7 years agoHonored Guest
Huge PERFORMANCE BUG in Unity Oculus Integration 1.35
Hi!
Think I found a huge performance problem. The TouchController.cs seems to be subscribing to the OVRManagers actions on every frame. This causes HUGE GC and CPU spikes in the profiler. I am using the latest Unity Oculus Integration 1.35 from the Unity Asset Store.
Basically it is calling the lines...
Think I found a huge performance problem. The TouchController.cs seems to be subscribing to the OVRManagers actions on every frame. This causes HUGE GC and CPU spikes in the profiler. I am using the latest Unity Oculus Integration 1.35 from the Unity Asset Store.
Basically it is calling the lines...
OVRManager.InputFocusAcquired += OnInputFocusAcquired;
OVRManager.InputFocusLost += OnInputFocusLost;...every frame in the Update() which really adds up after a while!
I moved it to Start() and the problems were gone. Hope this is helpful ;)
Cheers!
Martin
4 Replies
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- Dragon376Honored GuestI am using the latest Oculus Integration 1.43 and they still have that same bug... On the Quest, this bug takes 44% of the CPU, I was wondering how I was going to fit a normal game behaviour in so little CPU time left until I profiled and and realized this is a Oculus bug on their sample code.
- chiltonProtegeSO... this is still in here, and it's April.
Holy crap. - lucafroeslerMemberHey guys. I moved the two lines into void Start() But I still seem to have terrible performance. Is there any other catch or a different script that needs to be fixed?
Edit: I am using version 1.47 btw - FuzzyOnionProtegeI just built my project for the Quest with the latest update and holy hell is there a huge performance drop. I'm scratching my head as to what to do.
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