When I run my scene with profiler, I can see occasional spikes in “Material.SetPassUncached”. When the spikes happen, the game stutters. I have been trying to search what this “SetPassUncached” means but found zero results. Is there any knowledgeable person who could give some advice where to look for resolution?
I’m encountering similar issue. It happens when a skinned mesh comes into view. Strangely I doesn’t spike all the time, but it’s very noticeable when it does. Anyone knows how to fix this? Thanks
I’m randomly getting a pretty big spike caused by Material.SetPassUncached - has anybody also encountered it while using Unity 5.2.2p2? Maybe someone knows what causes it? Any tips will be appreciated.
Same here… I’m using Unity 5.3.0f4… But this came very sudden… I haven’t have that issue yesterday evening when I closed Unity. Today I opened Unity and run my scene without any changes and this spikes appear…
Somehow Unity does this strange things only if you are close to the release deadline…
We have also just started seeing this on 5.2.2p3, similar to CL_HG just before a deadline (coincidence?).
It can seemingly happen fairly randomly when first rendering a new object that has not been rendered before. It seems like Unity is swapping something in/out. I presume that there is something with a finite pool size internally in Unity that we are managing to exhaust.
We are also experiencing this issue since Unity 5.something heh. We’re not sure which update it may have started it but have been experiencing it for months on end and haven’t been able to sort it (on Unity 5.3.4 now). Same error in profiler on a bunch of materials, around 70%+ on Total and Self and causing awful lag spikes (120+ Time MS).
Same here on 5.3.5p5 (5.3.5 the same). Found anything guys?
Thought that it was compiling the shader, but it’s like in that screenshot - the spike is inside the SetPassUncached.
I’m having this too, and I’m also yet to fix the fact I’m over my shader keyword limit. I wonder if anyone else is hitting the keyword limit that is getting this problem? Maybe Unity is juggling keywords or something on a new material/shader load, I don’t know? I’m getting 1000ms spikes!
Same here and we have hit our shader limit and cannot seem to fix it. Lots of people having issues with this shader limit problem, really wish Unity would realize how important of an issue it is and bring it to the front of their schedule of issues/workarounds to address.
Sorry, I’m inexperienced with the shader keyword limit issue. How do I know if this is affecting my project? Although I’m doubtful about it, as I’m only using Unity’s built in shaders.