Device.Present or GFX.WaitForPresent

working on simple Android 2D Game.(Unity Personal Edition)

GFX.WaitForPresent or Device.Present are huge.
Every time it´s different, some day it´s Device.Present and other day it´s GFX.WaitForPresent.

I´ve been facing this problem for quite a while now and I thought i´d get rid of it when I am finished with the project. But… I just couldn´t there was toooo much lag every time I built and ran.
I´ve tried litterarly everything, there is no need to count all the things I tried, I can just tell you I followed this website http://atilkockar.com/on-unitys-gfx-waitforpresent-problem/
And I´ve probably seen every single question wondering about Device.Present error.

So I litterarly gave up on trying I know that this is one of the most searched errors but I was wondering if… (ALSO - I created a new project, changed the player settings to (com.productname…) set the built settings to android and profiled the game. Guess what… device.present was at 70%) anybody fixed this error or should I say bug, and is there ANYTHING else to try?

If anybody reading this post is too building a 2D game for Android, I was wondering if he could screenshot all his main settings. Couse that would probably the only way to find the solution.

Thank you for reading!

It will not go away. It is something that can not be profiled. It has to do something with V-sync as far as I am concerned (and vsync is forced on, on android). You should provide screenshot of the profiler window in your actual project, not the empty one. But if you look at the time how much it takes, it is really small. just 9 milliseconds. That means you can still get up to 100fps.