Search Issue Tracker
By Design
Votes
1
Found in
2019.4
2019.4.33f1
2020.3
2021.2
2022.1
2022.2
Issue ID
1407023
Regression
No
DrawMeshInstancedIndirect renders incorrectly on some devices
Reproduction steps:
1. Open project "Unity-DrawMeshInstancedIndirect-master"
2. Open Scenes/SampleScene
3. Build and Run
Expected result: Many floating letters are rendered
Actual result: A single letter or no letters are rendered
Reproducible with: 2019.4.36f1, 2020.3.30f1, 2021.2.13f1, 2022.1.0b9, 2022.2.0a8
Reproducible with these devices (a single letter is rendered):
VLNQA00122 - Samsung Galaxy S9 (SM-G960F), CPU: Exynos 9 Series 9810, GPU: Mali-G72, OS: 10.0.0
VLNQA00331 - HUAWEI P20 lite (ANE-LX1), CPU: HiSilicon Kirin 659, GPU: Mali-T830, OS: 9
Reproducible with this device (no letters are rendered):
VLNQA00285 - Samsung Galaxy J4 Core (SM-J410F), CPU: Snapdragon 425 MSM8917, GPU: Adreno 308, OS: 8.1.0
Not reproducible with these devices:
VLNQA00414 - Galaxy Note10+ 5G (SM-N976V), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 9
VLNQA00321 - Xiaomi MI 9 (MI 9), CPU: Snapdragon 855 SM8150, GPU: Adreno 640, OS: 10.0.0
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
- PlayerPrefs get corrupted when a minimized fullscreen Player is closed through the Taskbar
- "To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations." warning is printed when JobTempMemoryLeakValidation switch is enabled
- Main Thread stalling when loading Audio Source asset asynchronously while preloading another Audio Source asset
- Material artifacts occur in the Material Preview window when baked lighting is applied to scenes
- “ArgumentOutOfRangeException” after saving, reseting and re-add Default Tile Palette Tools to the list in Preferences window
Resolution Note (2022.2.X):
By design GPU driver limitation: User's shader requires more buffers than the GPU supports. "GLSL link error: The number of vertex shader storage blocks (2) is greater than the maximum number allowed (0)."