Search Issue Tracker
Won't Fix
Votes
0
Found in
2020.2.0a8
2020.2.0a13
Issue ID
1258194
Regression
Yes
Crash on RayTracingShader.Dispatch() method call
How to reproduce:
1. Open the attached 'project-1258194.zip' project
2. In the Editor select 'CustomTest' > 'RayTracing'
CRASH/FREEZE
Reproducible with: 2020.2.0a8, 2020.2.0a13, 2020.2.0a16
Not reproducible with: 2020.1.0b14, 2020.2.0a7, 2020.2.0a14, 2020.2.0a15
Could not test with: 2018.4.24f1, 2019.4.2f1 (due to incompatibilities)
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
- Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
- [Android] "SHADOWS_SCREEN" set as shader Keyword when no "_ShadowMapTexture" is bound leads to freeze on a build on some Mali GPU devices
- Constant console errors when using Min/Max Slider in PlayMode
- The global scene list is overridden in a project built with command line when the Override Global Scene List setting is disabled in the build profile
- [Linux] AutoLocale log is logged when opening a project
Resolution Note:
After some discussion internally, I'm closing this as a won't-fix because the user case of running a view-size dispatch shader 100000 times in a single script call is not how the ray tracing API is intended to be used. In HDRP, our most fully-featured ray tracing implementation, you get no more than 5-10 RayTracingShader dispatch calls per frame. I think it's reasonable to say that dispatching a ray tracing shader more than 1000 times in a single script callback is not supported.