Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.15f2
2021.2
2022.1
Issue ID
1376730
Regression
No
[Android] Blitting two fullscreen passes does not work on Quest and Android
Reproduction steps:
1. Open the project "Render two fullscreen passes.zip"
2. Observe the view in Game View (StencilPostEffect scene)
3. Build and Run for Android
Expected result: Player build results look like the same as in the Editor
Actual result: White cube and the background does not render in Player build (See attached Results.png)
Reproducible with: 2019.4.32f1, 2020.3.23f1, 2021.2.3f1, 2022.1.0a15
Reproducible with these devices:
VLNQA00318 - OnePlus 7 Pro (GM1913), OS: 9.0.0, CPU: Snapdragon 855 SM8150, GPU: Adreno 640
VLNQA00263 - Google Pixel 3 (Pixel 3), OS: 12.0.0, CPU: Snapdragon 845, GPU: Adreno 630
VLNQA00231 - HUAWEI Mate 20 Pro (LYA-L29), OS: 9.0.0, CPU: HiSilicon Kirin 980, GPU: Mali-G76
N/A, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
Quest 1/2
Notes:
-Issue reproduces with OpenGLES 3 and Vulkan
-Deselect the Oculus plugin in XR Plug-in Management to be able to run on Android devices
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
- [Android] Error "Blitter is already initialized" is present when Adaptive Probe Volumes are used with OpenGLES3
- VFX Graph effect instance stops rendering when a second instance of the same effect starts 2 frames later
- Operations on the Color32 array are not reflected in WebGL Player when HDR is off
- Rigidbody moves away from the original GameObject when Center of Mass is set in every frame
- WebGL Player does not proceed beyond logo screen when "Target WebAssembly 2023" is enabled
Resolution Note:
Undefinied behaviour caused by reading and writing to the same RT at the same time.