Search Issue Tracker
By Design
Votes
1
Found in
5.6.1p2
Issue ID
932637
Regression
Yes
Blit operation is tripled when another Camera is active in the scene
Reproduction steps:
1. Open the attached project.
2. Play the scene.
3. Open Window > Frame Debugger.
4. Enable it.
Actual behavior:
- Three DrawGL or Draw Dynamic sections shows up(Screenshots attached). One of them has 'ImageEffects Temp..' and two of them have 'TempBuffer..' set as _MainTex.
Expected behavior:
- Only one DrawGL or Draw Dynamic section shows up.
Workaround:
- Disable the 'Camera' game object.
Reproduced with:
5.6.0a1, 2017.2.0b3
OpenGL, Metal, DirectX
Not reproducible with:
5.5.4p2
Regression introduced in:
5.6
Resolution:
We picked the method that would result in the best overall functionality and performance in the real cases that we had. In this case what happens is that when rendering is started a texture is generated, all rendering happens into this texture, and then as the last image effect it is blitted to the backbuffer.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment