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Fixed

Fixed in 6000.0.20f1, 7000.0.0a8

Votes

8

Found in

6000.0.4f1

7000.0.0a1

Issue ID

UUM-73300

Regression

Yes

Crash on ScriptableBatchRenderer::RenderMultipleMeshes when entering the Play mode on a specific project

-

Reproduction steps:
1. Open the attached project “AltCrashRepro”
2. Enter the Play mode

Expected result: The Play mode starts
Actual result: Editor crashes

Reproducible with: 2023.3.0a12, 6000.0.4f1
Not reproducible with: 2022.3.31f1, 2023.3.0a11
Couldn’t test with: 2021.3.39f1 - Console errors (“error CS0246: The type or namespace name 'BatchCullingOutput' could not be found“)

Reproducible on: Windows 10
Not reproducible on: macOS 14.5 Sonoma (Intel)

First few lines of stack trace:
{noformat}
0x00007FFBF960199E (Unity) ScriptableBatchRenderer::RenderMultipleMeshes
0x00007FFBF9607ACE (Unity) ScriptableRenderLoopDrawSRPBatcher
0x00007FFBF9607D8A (Unity) ScriptableRenderLoopJob
0x00007FFBF992E323 (Unity) GfxDevice::ExecuteAsync
0x00007FFBF9C70984 (Unity) GfxDeviceClient::ExecuteAsync
0x00007FFBF9604B42 (Unity) ScheduleRenderJobs
0x00007FFBF95FBF39 (Unity) ExecuteDrawRenderersCommand{noformat}

  1. Resolution Note (fix version 6000.0.20f1):

    The sample code provided for BatchRendererGroup did not set the BatchDrawCommandType as part of the BatchDrawRange setup. Affected code should only need to update this flag to resolve any crashes.

Comments (3)

  1. mrc_akka

    Aug 29, 2024 14:37

    When could we get BRG to work in Unity 6? Is it not the better way to render with maximum performance in unity?

  2. kratocsaba

    Jul 04, 2024 17:32

    P.S: It happens to me in 6000.0.8f1

  3. kratocsaba

    Jul 04, 2024 17:10

    This very same issue affects me. If, for example I set the renderingLayerMask of the BatchFilterSettings to "Nothing", it doesn't crash, since it wouldn't even render - But as soon as I set a valid renderingLayerMask, it crashes.

    Maybe I see my things rendered for 1 frame before the crash, it is inconsistent.

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