Unaccounted time between: MeshSkinning.Update and Camera.Render

Someone, help? Having Unaccounted time between: MeshSkinning.Update and Camera.Renderer is causing huge frame spikes on my VR project. I need to know more about how to do this. I also removed all skinnedmesh renderers from the scene and strictly have mesh renderers now. Does anyone have any advice one this???

The culprit is movies running in the scene. Even if you run one then destroy the asset it still causes that overhead, and it is only additive, the more movies, the more overhead. Unity you need to do something about your Movie Textures.

I’ve been spending the last week trying to figure out what the eff was causing “Unaccounted time between: MeshSkinning.Update and Gfx.WaitForPresent” and I think you just nailed it.

For my VR project, this is even causing a cumulative slowdown problem that carries over into scenes that have fewer MovieTextures playing.

wow this is crazy but you are right @flannel40000 Just integrated some movie textures into our project and had the exact same issue… removing them fixes the problem. But that is not a solution!
Did you file a bug report?

@GiantGrey I didn’t because I ended up using a plugin to fix this because Unity’s movie texture just… it isn’t great, and the render-head plugin worked extremely well.