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Fixed in 2019.1.X



Found in



Issue ID




[2019.1][Vulkan][DirectX 11] Using Models with Blend Shapes causes the Skinning to happen on the CPU instead of the GPU

Graphics - General


To reproduce:

1. Download attached project "" and open in Unity
2. Open "SampleScene" scene
3. Make sure the current target is Windows Standalone
4. Make sure GPU Skinning is enabled in PlayerSettings
5. Open Unity Profiler
6. Enter to Play Mode
7. Record a few frames, then Pause/Stop PlayMode
8. In the CPU Profiler, click on a frame
9. Switch to Timeline view

Expected results: MeshSkinning.Skin marker should not be visible in the Worker Threads when analyzing the frame in the Profiler Timeline
Actual results: MeshSkinning.Skin is executed by Worker threads

- This issue only appears on Vulkan and DirectX 11 Graphics API
- Cannot check DirectX 12 because of case 1129263
- The Correct behavior would be if You see on Profiler MeshSkinning.SkinOnGPU
- This is Fixed in Trunk:

Reproduced on Unity 2019.1.0a9 and 2019.1.0b6
Could not reproduce on Unity 2018.3.8f1, 2019.1.0a8 and 2019.2.0a8
Regression on Unity 2019.1.0a9

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