Search Issue Tracker
Duplicate
Votes
0
Found in
2021.2.11f1
Issue ID
1405321
Regression
No
[2D][Sprite Atlas] Atlased sprites with different secondary texture order not batched in 2021.2
[2D][Sprite Atlas] Atlased sprites with different secondary texture order not batched in 2021.2
Note: Batching works fine for 2022.1 and 2022.2
Repro steps:
- Open attached project
- In Sprite Editor window, observe Axe_A has different secondary texture order than rest of weapon sprites
- Open SampleScene, enter playmode
- Open Frame Debugger, observe textures are referencing sprite atlas
- Observe 2-3 draw calls with Axe_A not being batched with rest of the sprites even if they are atlased
Expected result: Sprites are all batched together regardless of secondary texture order when included in Sprite Atlas
Actual result: Sprites are not batched together due to secondary texture order even when included in Sprite Atlas
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note:
Closed as a duplicate of:
https://issuetracker.unity3d.com/issues/2d-sprite-mismatch-in-secondary-texture-order-for-sprites-in-scene-causes-draw-batching-to-break
Backport created targeting 2021.2 to track fix for this issue