Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.6.0b9
Issue ID
885051
Regression
Yes
Camera Depth is ignored when setting both cameras Viewport other than (0;0;1;1)
To reproduce:
1. Open attached project;
2. Open "Scene" scene;
3. Click on the "FrontCamera" and set the Viewport to (0;0;1;1)
-notice the Depth is set to 2;
4. Click on the "MidleCamera" and set the Viewport other than (0;0;1;1)
-notice the Depth is set to 1.
Expected result: the Sphere should be in front of the Cube.
Actual result: the Cube is in front of the Sphere unless both cameras Viewport is set to (0;0;1;1).
Reproduced on versions: 5.6.0b1, 5.6.0b9, 2017.1.0a2.
Not reproduced on version: 5.5.2p1.
Regression found in version: 5.6.0b1.
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
- Asset Bundles retain their previous hash and CRC values when an object within a bundle is changed and rebuilt
- APV Reflection Probe Normalization breaks when SSGI is enabled
- Default Custom Components in project have Library counterparts
- [iOS]"The destination host has an erroneous SSL certificate" error is thrown when using UnityWebRequest to connect to the server with a self-signed certificate
- Freeze/crash on DynamicHeapAllocator::Allocate when opening a specific project
elena7
Apr 25, 2019 05:18
Still not fixed in 2018.3.7!! (I'm using orthographic camera)
OldFrog
Jul 09, 2018 06:14
i found it has not been fixed on Snapdragon 845
jaspert23
Jan 14, 2018 11:30
I ran into this issue yesterday on 2017.3.0f3.
The only showed up on *some* iOS devices.
Had to set the viewport to (0,0) - (1.0001, 1.0001) and it fixed it, thank you for the tip AOLLIKAI.
My setup is three cameras, all persp in render order Background (Clear), Game (no clear), HUD (no clear).
Issues presented themselves with odd depth smearing artefacts. But not just that, just some really odd screen glitches.
Seems to me some optimization behavior on default viewport sizes of multiple cameras garbles up the render queue/depth handling.
solmyr-fr
Sep 19, 2017 10:03
problem still occurs on 2017.1.0f3 only in OSX (also happens in editor) and iOS but seems resolved in windows.
gfoxworthy
Aug 21, 2017 14:23
Checking in to say that we've had a similar problem in 2017.1.0f3. The camera depth is working for a split-screen camera at {0,0,.3.3}, but the second we move it from the origin it no longer renders properly. This worked in older versions.
onceabird
Jul 07, 2017 12:42
This is not fixed... And it's really bad.
CGDever
Jun 11, 2017 23:29
not fixed
onHead
May 27, 2017 02:52
I still have this bug in 5.6.1f1 on Mac OS Sierra too.
clater
May 19, 2017 01:34
5.6.1 not fixed........
caletbak2
May 17, 2017 14:36
This is still happening in Unity 2017.1.0b5