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[Android] GameObjects with SkinnedMeshRenderer are not being rendered when running on Adreno GPUs using OpenGLES3 graphics API



Reproduction steps:
1. Download and open the attached project ""
2. Build and run on Android

Expected result: Two characters with two shadows are rendered
Actual result: One character and two shadows are rendered

Reproducible with: 2018.4.23f1, 2019.3.14f1, 2020.1.0b9, 2020.2.0a12

Reproduces on:
VLNQA00125, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00321, Xiaomi MI 9 (MI 9), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
Does not reproduce on:
VLNQA00122, Samsung Galaxy S9 (SM-G960F), Android 9, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00012, Samsung Galaxy S6 (SM-G920F), Android 7.0, CPU: Exynos 7 Octa 7420, GPU: Mali-T760
Windows Standalone

Could not test on Unity 2017.4 due to console errors.
Reproducible only with OpenGLES3 graphics API. OpenGLES2 and Vulkan work as expected.
The issue does not reproduce if Compute Skinning is disabled in Player Settings.
The issue does not reproduce if the Skybox Material is removed and lights are regenerated for s_bug_scene.

  1. Resolution Note (2020.2.X):

    After careful consideration, there does not seem to be a satisfactory solution to this issue. We recommend to use CPU skinning when targeting affected devices.

    Compute Skinning can be turned off for specific devices using the command line switch '-disable-gpu-skinning'. On Android this can be set from Java ( for specific devices.

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