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Active
Under Consideration for 2021.3.X
Votes
0
Found in
2021.3.28f1
Issue ID
UUM-43569
Regression
No
[Android] The screen flickers when cloning more than 50 GameObjects
Steps to reproduce:
1. Open the attached “lookdev_v2” project
2. Build And Run the project on the device
3. Observe the screen and wait until the “Benches” count is more than 50
Expected result: Shows the benches and the lighting doesn’t flicker
Actual result: The view in the device display flickers
Reproducible with: 2021.3.28f1
Could not test with: 2022.3.5f1, 2023.1.5f1, 2023.2.0a22 (black screen in the Player and errors in the Editor)
Testing environment: macOS Ventura 13.3.1 (Intel)
Reproducible with devices:
VLNQA00460 - Google Pixel 6 (Pixel 6), CPU: Google Tensor (Whitechapel), GPU: Mali-G78, OS: 13
Not reproducible with devices:
VLNQA00467 - Galaxy S21 Ultra 5G (SM-G998B), CPU: Exynos 2100, GPU: Mali-G78, OS: 12
VLNQA00498 - Google Pixel 7 (Pixel 7), CPU: Google Tensor G2, GPU: Mali-G710, OS: 13
VLNQA00513 - OnePlus Nord N10 5G (BE2029), CPU: Snapdragon 690 SM6350, GPU: Adreno 619, OS: 11
VLNQA00526 - Samsung Galaxy A12 (SM-A125F), CPU: Mediatek MT6765 Helio P35 (12nm), GPU: PowerVR Rogue GE8320, OS: 11
VLNQA00490 - HUAWEI Mate 40 Pro (NOH-NX9), CPU: HiSilicon Kirin 9000, GPU: Mali-G78, OS: 10
Note: Couldn’t test, but might be reproducible with devices that have Mali-G77 GPU
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y-iwanaga-01
Sep 20, 2023 09:04
As a result of the operation of the project under development at hand,
A similar phenomenon occurred on Pixel6 with Graphics Jobs=OFF. (Unity2021.3.24f1)
Due to the contract, it is not possible to submit the project itself.
Unfortunately, I have not been able to create a sample that can be reproduced.
y-iwanaga-01
Sep 14, 2023 03:12
The following fix will complete Android build with Unity 2022.3.5.
However, the only problem that flickers is the glass part of the goggles when "Benches" is about 100 or more. (when running on Pixel 6a)
(1) private void SetTonemap(bool tonemapIsActive) function in LookdevSingleScene.cs :
"tonemapIsActive" always set to false.
(2) In CustomRealtimeLights.hlsl , Add follow code before of GetMeshRenderingLightLayer()
#ifndef DEFAULT_LIGHT_LAYERS
#define DEFAULT_LIGHT_LAYERS 0
#endif