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Is Oculus Platform Networking blocking Unity main thread?

AutonomousUnit
Level 3
When a user finds my room and connects to me through Net.Connect(<myUserID>) I drop from 60fps to ~20fps for about 4 frames.
This is for Oculus Go with Unity 2019.2.13f1 and Oculus Integration 18.0
I've made a fully stripped down app and it seems to be caused under the Oculus Platform hood. 
Network socket blocking perhaps?
I attempted to invoke the API calls on a worker thread but it appears to be dependent on the main thread.
Has anyone had similar issues or able to shed some light on what I might be seeing?
Thanks
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