2D Sprite animations flicker on first run in Unity 5.3
Since updating to 5.3, all my sprite animations will flicker whenever they are first run. After the first time, they play fine. This happens in the editor as well as builds. However if I quit the editor and launch it again, everything will reset and they'll flicker on first-view again. Any ideas?
I have the same problem, on the first display of a sprite it flickers. I think it may have to do with this change:
"Lastly, we’ve enabled asynchronous loading of texture data from disk and time-sliced uploading to the GPU on the render thread. This reduces waiting times for texture GPU uploads in the main thread, which should result in overall improved rendering performance."
Good catch, that definitely seems like a plausible culprit for this. All of my sprites that are part of the animations are part of an atlas texture though, so that's strange as well. I hope there's a way to disable this, or it will be fixed in the next patch.
Answer by othon200 · Dec 10, 2015 at 03:45 AM
Here to, but all my sprites, buttons my whole UI are flickering and not just in the first-view. And on my android build, the gameObjects meshes are flickering too.
Answer by shadiradio · Dec 20, 2015 at 08:48 PM
This still occurs for me on Unity 5.3.1f1 (not to mention an unlimited stream of mysterious AABB errors in the console). Here's an example of what I'm talking about. Notice the run cycles flicker on first run, then are fine once repeated:
This is exactly what is happening for me as well. I noticed it was happening for sprites which have a packing tag defined. I removed the packing tag and the flicker was gone! Not a practical solution, but I believe this may reinforce what someone mentioned before; that there's a potential issue with the new async texture uploading.
I've tried different values for "Async Upload Time Slice" and "Async Upload Buffer Size" in the Quality Settings, but haven't found any that remove the flicker when the sprites are packed.
If I leave the time slice at 2ms, but bump the buffer size up to 200mb, it removes the flicker. This is in a test project with the atlas size at 1024x1024 @ 32bpp.
When I try in my actual game, which has an atlas size of 1024x2048 @ 32bpp, I set the buffer size to the max (512mb according to this), and I still get flicker.
I think I'll be sticking with 5.2 until this gets sorted :)
Good experimenting there! I wasn't able to find any values to prevent the flickering... really hoping this is fixed in the next patch. I'm supposed to be recording a bunch of gameplay footage next week and this definitely puts a damper on things. :(
Answer by KEric · Dec 11, 2015 at 10:59 AM
Exactly the same problem here, sprites are flickering (on Android build) after upgrading to 5.3. The problem occurs on Galaxy S3 during UI element's animation (the sprite which flickers is not animated, the other ones are - simple position translation). When different scene during the runtime is loaded and then afterwards I get back to the original scene where the problem occurred the element stops flickering and behaves normally.
Answer by Nonatomic · Dec 12, 2015 at 02:25 AM
Think this is the same issue http://forum.unity3d.com/threads/5-3-elements-in-the-ui-flicker-between-different-sprites.373098/#post-2419646
I've filed a bug report.
issue 753349. Doesn't appear to be on Issue Tracker. Unity QA couldn't build my 5.3 project with 5.2 because i'd integrated Unity Purchasing so they couldn't get a comparison between versions. Not sure what happens to the ticket now.
Reading the report. Okay, any way to strip it down to bare $$anonymous$$imum, without the IAP integration? Reports only show up in IT once they have been verified by QA, need a project that can be built in this case.
Have you had any success with QA?
Still not seing 753349 in the issue tracker.
No, unfortunately not. I submitted a 5.2 compatible version of my project to the same bug report, but i've not heard anything since.
This is the ticket https://fogbugz.unity3d.com/default.asp?753349_eocgru71jhf9393s
Answer by MuHaGames_Avee · Dec 12, 2015 at 01:46 PM
Same problem here, on Linux build (OpenGL) and sometimes on dx9.
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