Apologies for being slower than a hooker on Tuesday night. I’m a college student who just finished up finals (one more semester to go then I’m DONE).
I’ve submitted the bug report, and will touch back here as I receive updates. So far, I’ve been able to replicate this bug in virtually all scenarios. I’ve tested it against a variety of Unity versions (subsets of Unity 2020.1), and they all had the problem, as well as a variety of Addressable System versions (between 1.15.1 and 1.16.15), and they all had the problem.
I noticed that if you change the Addressable System’s mode in the editor from “Use AssetDatabase” and “Use Existing Build”, the latency stays roughly the same, however it is attributed to different things. In “Use AssetDatabase”, it is attributed to a File.Read() call in “AsyncReadManager.SyncRequest”, while if you’re emulating an actual build (as well as what I saw when I profiled an actual build), it shows “Application.Integrate Assets In Background”, so I still feel confident that it is related to Application.backgroundLoadingPriority not being obeyed.
Another thing to note, the delay/spike seen, increases with larger bundle files, and decreases with smaller bundle files. This intuitively makes sense, based on what I already assume to be the problem.
I will be making a new branch of my project on Unity 2020.2 in order to test out the new OpenXR that Unity is supporting , so I’ll be able to test against those versions as well soon.