Search Issue Tracker

By Design

Votes

0

Found in

2017.3.0f1

Issue ID

974614

Regression

No

[Android][iOS] GPUInstancing doesn't recognize same material ("Objects have different materials")

Mobile

-

Steps to reproduce:

1) Download attached project and open in Unity
2) Switch platform to Android in the Build Settings
3) Make sure Graphics API is set to OpenGLES3/Vulkan in the Player Settings
4) Enable Development build in the Build Settings
5) Build and Run project on a device
6) Connect device to the Frame Debugger
7) Pick a sample(enable)
8) Find RenderForward.RenderLoopJob in the Frame Debugger and you will see that Draw Mesh(instanced) is split into several DrawCalls

Expected result: Instanced mesh should be counted as one because it has the same material
Actual result: Draw Mesh(instanced) is split into several DrawCalls because of warnings: (check attached image "actual.png")
"Objects have different materials"
"Render different meshes or submeshes with GPU instancing"
Note: All spheres are exactly the same and share same material

Reproduced with:
5.6.4p4, 2017.1.2p3, 2017.2.0p4, 2017.3.0f, 2018.1.0a7

Devices under testing:
[0143] Samsung Galaxy S8, GPU: Mali-G71
[000037] iPad Mini 2 9.3.1

Did not reproduced using Win Standalone build

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.