Stuttering because of Mesh.CreateVBO?

Hi,

with my old iPhone 2g I’m getting some stuttering in my game. The overall framerate is between 20 and 30, but it simply feels not smooth because of micro stuttering.
I disabled all my scripts except my camera moving routine (camera rotates around the player). When rotating the camera I’m getting 1 to 3 times per seconds slightly stuttering.
The iPhone / XCode enabled profiler showed me constant framerates (around 30ms per frame). So I took a look into the Unity profiler.
Here I’ve seen that I’m getting 1 to 3 times per second a negative performance spike, caused by Mesh.CreateVBO(). Beside of that the profiler output seem smooth.

Any idea what is causing this high Mesh.CreateVBO() spikes? I’m displaying a single skinned mesh (the player character).

Thanks for ideas!

How complex is your player model (tris/verts/materials)? You’ve narrowed it down obviously to the creation of its in-memory vertex buffer object representation (as handled by the 2G hardware).

6 months after your original post, I’ve run into the same issue. Panning/zoom is fine, no Mesh.CreateVBO spike. But as soon as I rotate, bam, framerate gets killed and there’s a huge spike in Mesh.CreateVBO calls. Anyone from UT know if this will be fixed in 3.4?

I am also having this problem when testing on Android devices, but not iOS on 3GS+ devices at least. Android Nexus One drops from 53FPS to 8FPS when this happens. Anyone have any suggestions on how to address this or is this some Unity inefficiency that may be addressed in an update? I am running 3.4.2f2