EmitWorldScreenspaceCameraGeometry with random spikes in Quest 2 App

Hello,

I am using Unity 2020.3.18f1 with Oculus Integration 34.0. The build target is the Oculus Quest 2 system, at the Oculus OS version 34.0.0.91.366.328965050 (latest at this time of writing).

In my 90 Hz app I am getting several random spikes at random intervals which the profiler shows to be calls to UGUI.Rendering.EmitWorldScreenspaceCameraGeometry. I am using a world space menu, at the time when this happens the canvases are even off, so it is not shown, but the menu object itself is active. I am only toggling the canvases on/off as setting the object active and inactive is acting pretty slow due to the many elements in the hierarchy.

As it can be seen in the screenshot of the profiler, the spikes come at pretty random timings and destroy the goal of having the frame finished within 11 ms.

I’ve searched for other Internet entries on this function and only found postings about very old Unity versions where this function was behaving badly, but nothing recent.

Any help is highly appreciated!

Thanks,
Daniel

Hey - did you ever find a fix to this as I am having the exact same issue? Would really appreciate any pointers you might have?

Indeed, I did find a way to make these go away. I had TextMesh Pro Text (UI) elements in world space which moved. When I changed these to TextMesh Pro Text without the “(UI)”, the spikes were gone.

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You’re kidding… Thanks for the pointer, I’ll give it a go when I can!