Search Issue Tracker
Fixed
Fixed in 6000.2.0a9
Votes
0
Found in
6000.2.0a1
Issue ID
UUM-97986
Regression
No
[Documentation] Graphics.RenderMeshIndirect arguments naming is misleading
Steps to reproduce:
- Read https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Graphics.RenderMeshIndirect.html
- Notice that 3rd argument is called "commandBuffer", and same wording is used in the whole explanation.
Actual results:
Devs get confused with the Unity CommandBuffer type.
3rd argument is not a CommandBuffer but just a regular GraphicsBuffer.
Expected results:
3rd arguments is renamed something less confusing such as "indirectDrawArgsBuffer"
Reproducible with versions:
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Notes:
- The same problem exists in our internal source code.
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
- PlayerPropertiesChanged event fires before Player Properties are applied
- Opening Media Pop-out in “Before You Start” Tutorial throws “Styles” and “Styles_Dark” messages in the Console window
- Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing
- Asset name is not shown in the Undo History window when a sprite is modified
- Moving a Tab to a floating window fails when floating windows are docked next to each other
Resolution Note (fix version 6000.2.0a9):
The Graphics.RenderMeshIndirect GraphicsBuffer typed argument "commandBuffer" has been renamed to "argsBuffer" to reduce confusion about the type.