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Third Party Issue
Votes
29
Found in
2019.4
2019.4.28f1
2020.3
2021.1
2021.2
2022.1
Issue ID
1347186
Regression
No
[Android] Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device.
How to reproduce:
1. Open the attached project "1347186.zip"
2. Make sure the Scene "WorldText" is selected
3. Build and Run to an Android device
Expected result: "Hello World" and multiple "New Text" messages appear on the screen
Actual result: No messages appear on the screen
Reproducible with: 2019.4.29f1, 2020.3.16f1, 2021.1.17f1, 2021.2.0b7, 2022.1.0a6
Reproducible on:
N/A, Xiaomi Redmi 9A- (M2006C3LG), Android 10, CPU: NOT FOUND, GPU: PowerVR Rogue GE8320
VLNQA00336, Huawei Y6p, CPU: MediaTek MT6762R, GPU: PowerVR Rogue GE8320, Android: 10
Not reproducible on:
VLNQA00380, Xiaomi MI 8 Lite (MI 8 Lite), Android 9, CPU: Snapdragon 660, GPU: Adreno (TM) 512
VLNQA00332, Samsung Galaxy XCover4 (SM-G390F), Android 9, CPU: Exynos 7 Quad 7570, GPU: Mali-T720
VLNQA00381, Xiaomi Redmi Note 8 Pro (Redmi Note 8 Pro), Android 9, CPU: MediaTek Helios G90T MT6785T, GPU: Mali-G76 MC4
VLNQA00004, Meizu MX5 (MX5), Android 5.0.1, CPU: MediaTek Helio X10 MT6795T, GPU: PowerVR Rogue G6200
VLNQA00099, Google Pixel XL (Pixel XL), Android 10, CPU: Snapdragon 821 MSM8996 Pro, GPU: Adreno (TM) 530
VLNQA00052, Xiaomi MI MAX (MI MAX), Android 7.0, CPU: Snapdragon 617 MSM8952, GPU: Adreno (TM) 510
Notes:
- Does not reproduce when anoter Overlay Camera is added
-
F8Code
Aug 22, 2024 14:47
Hello, just to add to this - while the solution provided by the unity team points in the right direction, the fix that worked for me was to actually enable the URP's asset "Require depth texture" option as well as disable (or switch to Auto) the URP's renderer Depth priming option. This fixed the issue of text mesh pro objects and outlines (made with Quick Outline) not showing.
-
Chrisdbhr
Oct 26, 2021 13:51
Also happens on Xiaomi Redmi Note 5 build with Unity 2021.1.25f1
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Resolution Note (2022.1.X):
We have identified this as a driver bug related to stencil buffer when using multiple renderpass to a rendertarget that is using stencil.
Possible workarounds
- Disable URP's Depth Texture (in UniversalRenderPipleineAsset) to avoid generating multiple render passes.
- Configure URP to use "depth priming" (this will disable copy depth). That option is relatively new and for most projects it's not ideal on mobile.
- Using ES2 would implicitly use depth-prepass, so this also works (tested it, but the repro project uses "Linear Rendering" and we require ES3 for that)