Hm, not sure why it would freeze for half a second like that. The only thing that comes to my mind is an update of the entire map, but this should be disabled now in 1.2.0. You say you could reproduce this in a completely new project? Also, were you moving around when this happened or were you standing still?
Just to verify this is actually happening, I've recorded the consoles timeline when this happens and taken a screenshot to give you an idea of what I'm talking about. Again, the "Animation Frame Fired" calls are always a random high number (well over 1000 or more calls) while "Function Call" always seems to be exactly 1900. The other one further down the timeline is similar (around 2400 "Animation Frame Fired" calls) but the "Function Call" seems to remain the same (exactly 1900). This was done on 256x256 maps, one containing a single "walkable" tile across the map and the other containing a very complex and detailed map (which I've shown back on Page 8).
The only crucial detail that I've noticed that stands out is that while the "Animation Frame Fired" calls made are always random, the "length" of both calls always starts and ends on the Main Threads at the exact same time.


