Steps to reproduce:
1. Open the attached user's project "VR Core Template.zip"
2. Switch to Android
3. Make sure Development Build is enabled
4. Build an APK
5. Open Android Studio and load the APK to be profiled
6. Build to a Quest 2/3/3S device
7. In the Android Studio Profiler select "Find CPU Hotspots" and start profiling from application start
8. Profile for around 10 seconds and save the capture
9. Open the saved capture sample -> select "UnityMain" -> "Flame Chart" -> search for DeveloperConsole calls (See attached "AndroidStudioProfiler.png")
Expected result: Developer Console is not rendering in VR and does not contribute to the current frame time/no GUI.Repaint cost in VR
Actual result: DeveloperConsole calls result in increase of GUI.Repaint 1ms time when application is running
Reproducible with: 6000.0.3f1, 6000.0.57f1, 6000.2.5f1, 6000.3.0b2
Not reproducible with: 6000.0.2f1, 2022.3.66f1
Reproducible with these devices:
VLNQA00644 - Oculus Quest 3S (Quest 3S), CPU: Google Tensor G2, GPU: Adreno 740, OS: 14
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
VLNQA00417 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
Notes:
-To workaround this increase, you can use "Debug.developerConsoleEnabled = false" to force Unity to stop trying to draw it