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Under Consideration for 2022.3.X



Found in





Issue ID




[Android][Vulkan] MSAA gets resolved into a wrong swap chain buffer when using CameraTarget as resolveTarget



Reproduction steps:
1. Open the attached project “ReproProject”
2. Ensure Vulkan is used as the Graphics API (menu: Project Settings > Player > Other Settings > Graphics APIs)
3. Build and Run on Android
4. Rotate the screen's orientation from Landscape Right to Landscape Left or vice versa or minimize and reopen the app
5. Repeat step 4 about 4-5times
6. Observe the app’s behaviour

Expected result: No flickering occurs on the screen
Actual result: The app screen starts flickering with some visual artifact

Reproducible with: 2022.1.0a15, 2022.3.17f1, 2023.2.5f1, 2023.3.0b3
Not Reproducible with: 2021.3.34f1, 2022.1.0a14

Reproducible with these devices:
VLNQA00518 - Google Pixel 4 (Pixel 4), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 12
Xiaomi Mi 9T (user’s device)
Poco X5 Pro (user’s device)

Not reproducible with these devices:
VLNQA00414 - Galaxy Note10+ 5G (SM-N976V), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 9
VLNQA00278 - Xiaomi Redmi Note 7 (Redmi Note 7), CPU: Snapdragon 660, GPU: Adreno 512, OS: 9.0.0
VLNQA00139 - Vivo Xplay6 (vivo Xplay6), CPU: Snapdragon 820 MSM8996, GPU: Adreno 530, OS: 7.1.1
VLNQA00132 - Xiaomi Mi 5s (MI 5s), CPU: Snapdragon 820 MSM8996, GPU: Adreno 530, OS: 6.0.1
VLNQA00334 - Xiaomi Mi A3 (Mi A3), CPU: Snapdragon 665 SM6125, GPU: Adreno 610, OS: 11
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: Exynos 9 (9825), GPU: Mali-G76
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00231, Huawei HUAWEI Mate 20 Pro (LYA-L29), Android 9, CPU: HiSilicon Kirin 980, GPU: Mali-G76
VLNQA00231, Samsung Galaxy A5(2017) (SM-A520F), Android 8.0.0, CPU: Exynos 7 Octa 7880, GPU: Mali-T830
VLNQA00494 - iPhone 14 Pro Max, 16.3.1 iOS
VLNQA00358 - iPhone 12, 14.1 iOS
VLNQA00392 - iPad (9th generation), 15.0 iOS
VLNQA00310 - iPad Pro 12.9", 13.4.1 iOS

Testing enviroment: macOS (Intel), Windows 10 (10.0.19045) 64bit (user’s)
Not reproducible with: No other environment tested

- Using OpenGLES3 with MSAA x2 and above(x8) will cause a visual artifact
- Not reproducible on IOS

Several workarounds (by user):
1. Resolving to an intermediate texture OR using "Acquire swapchain image late as possible" (though it is a performance hit)
2. Changing the MSAA sample count in runtime stops the issue from happening after it has already occurred however after rotating again it starts flickering again.
3. (case without MSAA) Specifying BuiltinRenderTextureType.Depth as a depth loadStoreTarget even with RenderBufferStoreAction.DontCare for depth.

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