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Fixed in Unity 2018.3



Found in


Issue ID




[DrawMeshInstanceIndirect] Wrong computeBuffer being passsed to consecutive DrawMesh calls

Graphics - General



Priority: 4Not yet prioritized for a release


Severity: 3Secondary functionality broken

Steps to reproduce:
1. Open the attached project (CharacterInstancing (u5.6.0b1).zip)
2. Open the Assets/AnimationMatrixGpu/AniMatrix_InstanceIndirectAppend.unity scene
3. Run the scene (You should see 10,000 Lerpz characters rendering, arranged as a grid ( 100x100 ) on a plane. Each instance is unique)
4. Use mouse to move a camera in the Scene view, so you can look around and try to match the position/rotation as shown in the screenshot
5. Observe, the shadows appear in the wrong position

Expected result: The shadows should appear in the right position
Actual result: The shadows appear in the wrong position

Bug relates to features introduced in 5.6.0
Computations are made in the custom shader (AniMatrixM44Culling)

Reproduced with: 5.6.0a1, 5.6.0a6, 5.6.0b1, 5.6.0b3

Comments (6)

  1. 45a0c19f3084d130b5383c2c907fec70?d=mm


    Aug 06, 2018 01:15

    When is this getting patched? I still have this in 5.6.3

  2. Eb2a00cbdfbe3853bcf4373c51db5f0f?d=mm


    Jun 11, 2018 15:39

    Also seeing this in 2018.2.0b6 using a surface shader. Opened another Bug Report on it, having forgotten that it was already documented on the DMII thread. Thanks a lot Tengel!!

  3. 180b3da11f0937a85cc32f359bcb706d?d=mm


    Dec 02, 2017 11:36

    still seeing this even in 2017.3.0b6

  4. E25d6ab782ba59d3b40c79ff81694e83?d=mm


    Mar 16, 2017 17:08

  5. E25d6ab782ba59d3b40c79ff81694e83?d=mm


    Mar 16, 2017 15:25

    Same here on b11.
    When having more than one DrawMeshInstanceIndirect call, only one of them renders shadows.

  6. 93bd591ccf650d3c60da25cbed8fd371?d=mm


    Mar 16, 2017 14:38

    Still present on 5.6.0b11.

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