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Won't Fix



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Issue ID




[Android] Particle system weird rendering holes when viewed from different angles on Meizu (MX5) device



Steps to reproduce:
1. Open "2019.1_UnityParticlePack -" project
2. Build for Android on specified device
3. Observe the sphere effect flickering

Expected: Effect should not differ from any other devices rendering it, should be a blue orb without holes
Actual: Something is glitching out the effect

Reproduced on: 2018.3.1f1, 2019.1.0a6, 2019.1.0a12,

Device under test:
VLNQA00004 Meizu - (MX5) GPU: PowerVR Rogue G6200 CPU: MediaTek Helio X10 MT6795T Android 5.0.1
No Repro:
VLNQA00136 Samsung Galaxy S9+ (SM-G965F) Mali-G72 Exynos 9 Series 9810 Android 8.0.0
VLNQA00070 Lenovo PHAB2 Pro (Lenovo PB2-690M) Adreno (TM) 510 Snapdragon 617 MSM8952 Android 6.0.1
VLNQA00103 Samsung Galaxy Note8 (SM-N950F) Mali-G71 Exynos 9 Octa 8895 Android 7.1.1
VLNQA00090 Samsung Galaxy S8 (SM-G950U) Adreno (TM) 540 Snapdragon 835 MSM8998 Android 7.0
VLNQA00093, Samsung Galaxy S6 edge (SM-G925F),Mali-T760 , Exynos 7 Octa 7420, Android 7.0
VLNQA00089, Samsung Galaxy Note 10.1 2014 Edition (SM-P600), Mali-T628, Exynos 5 Octa 5420, Android 5.1.1
VLNQA00142, Samsung Galaxy S9+ (SM-G965U1),Adreno (TM) 630 , Snapdragon 845 SDM845, Android 8.0.0
VLNQA00222, Google Pixel 2 XL (Pixel 2 XL), Adreno (TM) 540 : Snapdragon 835 MSM8998, Android 9,
VLNQA00024, Xiaomi Mi 5 (MI 5), Adreno (TM) 530 Snapdragon 820 MSM8996, Android 7.0,

  1. Response avatar

    Resolution Note:

    Won't fix: gpu specific, z-fighting between shader passes. Workaround: use Offset in shader passes to avoid z-fighting

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