Search Issue Tracker
Won't Fix
Votes
12
Found in
2021.3.25f1
2022.2.19f1
2023.1.0b16
2023.3.0b3
6000.0.0b11
6000.1.0a7
6000.2.0a1
7000.0.0a1
Issue ID
UUM-35595
Regression
No
[WebGL] AsyncGPUReadback.RequestIntoNativeArray displays incorrect frame count in WebGL Player when using Chrome or Edge browsers
How to reproduce:
1. Open the “Frame_Count_Bug” project
2. Switch build to “WebGL” (File > Build Settings > “WebGL” > Switch Platform)
3. Build And Run (File > Build And Run)
4. Click on the Button labeled “Render”
5. Observe the label “Frame Count”
Expected result: frame count is around 2-4
Actual result: frame count is around 201-203
Reproduced with: 2021.3.25f1, 2022.2.19f1, 2023.1.0b16
Could not test with: 2020.3.48f1 (Functionality is broken → frame count is constantly displaying “0”), 2023.2.0a14 (Player does not fully load)
Browser reproduced on: Chrome, Edge
Browser not reproduced on: Firefox
Reproduced on: Windows 11
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Memory usage rises when switching scenes with GRD enabled and a loaded texture in URP
- [Quality Hackweek] Terrain Brush Size value is not serialized after deselecting the terrain when using the first instance of multiple Inspectors
- "NullReferenceException" is thrown when setting a long string in TMP with "Atlas Population Mode" set to "Dynamic" and "Multi Atlas Textures" enabled
- TextMeshPro text is misaligned when alignment is set via script
- A DX11 shader error is thrown when compiling shaders for platforms without DX11 support
Resolution Note:
This turned out to be a bigger issue than expected and not one that can be solved without other regressions, due to how async readback works with WebGL.