Search Issue Tracker
Third Party Issue
Votes
5
Found in
2020.3.40f1
2021.3.12f1
2022.1.20f1
2022.2.0b12
2023.1.0a15
2023.2.0a1
2023.3.0a3
Issue ID
UUM-17461
Regression
No
[WebGL] CPU spike in BatchRenderer.Flush when using "Graphics.DrawMeshInstanced" on WebGL
How to reproduce:
1. Open the user’s attached project
2. Open Build Settings
3. Enable Development Build, Autoconnect Profiler, and Deep Profiling Support
4. Build And Run
5. Observe the Profiler window
Expected result: no spikes in Profiler caused by Instanced Rendering
Actual result: there is a spike in BatchRenderer.Flush
Reproducible with: 2020.3.40f1, 2021.3.12f1, 2022.1.20f1, 2022.2.0b12, 2023.1.0a15
Reproducible on: Windows 10 Pro
Notes:
- Not reproducible on Standalone Windows and in Play Mode
- Spike appears when the mesh is rendered
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
- "Customize handled extensions" part in the External Tools settings tab is not aligned with other properties
- Editor Diagnostics foldouts do not open when clicked on the foldout title
- [UI Builder] Visual Elements are not placed at the mouse cursor position when Absolute Position Placement is enabled
- "Width" and "Height" text is misaligned with slider ends in Screen Match Mode Parameters section of Panel Settings Asset
- Editor does not quit when Editor is not in focus and any floating window is opened
Resolution Note:
The issue comes from how Chrome translates shaders to the platform back-end. Instancing shaders sometimes generate a worse-case-scenario for the browser to translate to various back-ends because of the large arrays inside of uniform buffers, and when the browser compiles the shader, it generates these stalls.