Unity Version: 6000.0.23f1
URP Version: 17.0.3
Platform: iOS
I’m developing exclusively for iOS and encountering the following issue:
When displaying an effect that uses a URP/Lit shader for the first time, the process GpuProgramMetal.GetCachedPipeline takes a significant amount of time. This happens specifically during the first render of the corresponding graphics.
I’ve already tried using Shader Variant Collections to prevent these first-time lags, but the issue persists, particularly with Skinned Mesh Objects on iOS. Shader variant loading has not resolved the problem.
Does anyone know the specific causes of this behavior or possible solutions to avoid these delays?
This is the only Asset beeing rendered (In Camera View range) at this moment:
Material is URP/Lit

