I’m working on my first 2D game for android devices.
Everything works well except one thing when i run my game on my LG G3.
The game freezes and I need to restart it.
When I take a look to the profiler I see that I have some warnings (about 10 or 20 for JobAlloc.Overflow) while the Camera.Render.
After a lot of experimenting and time spent reading the documentation, I found that it comes from my sprites. So I have create a basic scene with a few sprites to test it.
All sprites are packed into an atlas, except for UI.
I’ve tried to change the render queue, the material, the import format… Nothing works, I still have this warnings.
So my first question is, why do i have this warning ? And my second is can I ignore it ?
Actually, I still don’t know what means this warning and how to resolve it…
In my game, I have something like 10 count of this warning, but the game run pretty well (45~60 fps on LG G3) with a lot of sprites.
So for now, I just ignore it, but if you have a solution or an explanation, you’re welcome
EDIT : Is your game run on android? And the warning appears only on android devices ?
Yep, it’s android. Not sure about iOS. Currently I’m investigating android build as I’m running into strange performance issues - the game runs slower over time on nexus 5x. Not sure about the cause yet, but I noticed this warning and couldn’t find any documentation on it besides this thread.
Would be awesome if someone from Unity could clear up what this warning really means.