I’ve recently released my game on IOS and some players are having weird lag spikes. I’ve tested myself on an iPad and I am able to experience the same strange spikes. However, I can’t completely pin-point what is causing it. It seems to be having a handful of special effects on screen at the same time triggers it, although it doesn’t entirely seem to be consistent.
A player or two has shared a video to me and I was able to analyze the video frame by frame. It seems like some rather strange stuff happens. It doesn’t seem like your usual lag. The game slows down very slow for a small burst of frames, and some weird rendering things happen. Such as a few game objects flashing in/out of visibility, the UI flashing in/out of visibility, frames being held for significantly longer than they should, objects from a previous frame being rendered on top of the current frame (meaning two of the same object exist on-screen for a single frame), and the UI’s transparency changing slightly,.
I have my game released on Windows Standalone, WebGL, and Android. This doesn’t happen on any of those platforms, and also does not happen in the editor. The only error I have appearing in my error log for IOS players is the following.
“Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak.”
Although, I’m not entirely sure if that is related, as it doesn’t seem to pop up consistently. But I just figured I’d note that.
The whole video below shows it happening a lot. I’ve timestamped the video, and if you go through frame-by-frame by pausing the video and using the < and > keys on the keyboard, you can see the very strange issues I am having.
Any help would be appreciated. I’m feeling like it’s some sort of internal Unity or rendering bugs, since my game doesn’t use any different logic between IOS and and other platforms that should even remotely cause this.