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Question by shadiradio · Dec 10, 2015 at 02:27 AM · animation2dspritebug5.3

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?

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avatar image Yesitsdave · Dec 10, 2015 at 04:03 PM 0
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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."

avatar image shadiradio Yesitsdave · Dec 10, 2015 at 10:15 PM 0
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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.

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Answer by Vanik_Mkrtchyan · Feb 04, 2016 at 12:34 PM

Disable Depth Stencil

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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:

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avatar image gogii_jeff · Dec 20, 2015 at 11:24 PM 0
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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.

avatar image gogii_jeff gogii_jeff · Dec 20, 2015 at 11:51 PM 0
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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 :)

avatar image shadiradio gogii_jeff · Dec 21, 2015 at 08:12 AM 0
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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. :(

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Answer by angralon · Dec 20, 2015 at 03:34 PM

I had the same Problem on Android 6 using Unity 5.3.0.

Seems, they fixed it now! The update to 5.3.1f1 fixed the flickering for me.

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Answer by 11k · Dec 18, 2015 at 08:59 PM

I found the solution by manny mistakes. For us to work everything without flickering i just change the "Max Size" on all our sprites to 1024 and the "Format" to "Compressed" . We hope this work for you guys two.

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avatar image angralon · Dec 20, 2015 at 12:15 PM 0
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Just tried it. This trick does not work for me. Still having the flickering on Android 6.

Thank you anyways!

avatar image 11k angralon · Dec 20, 2015 at 01:09 PM 0
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try disabling GPU skinning and $$anonymous$$ultithreaded rendering . In the player settings under "other settings"

avatar image angralon 11k · Dec 20, 2015 at 01:32 PM 0
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Still no success with and without those settings.

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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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