Search Issue Tracker
Fixed in 2022.2.X
Duplicate in 2021.3.X
Votes
0
Found in
2019.4
2020.3
2020.3.26f1
2021.2
2022.1
2022.2
Issue ID
1402353
Regression
No
Duplicate Unlit Particle System draw calls can't be batched when there are multiple Lights in the Scene
Reproduction steps:
1. Open the user's attached "UnlitBatchingRepro.zip" project
2. Open the "BatchBroken" Scene
3. Enter Play mode
4. Open the Frame Debugger (Window > Analysis > Frame Debugger)
5. Enable Frame Debugging
6. Select the "Particle System (1)" draw call
7. Observe the panel to the right of the draw call list
Expected result: The draw call is batched, no such message as "objects are affected by different forward lights"
Actual result: A message says that this draw call can't be batched with the previous one because "objects are affected by different forward lights"
Reproducible with: 2019.4.36f1, 2020.3.29f1, 2021.2.12f1, 2022.1.0b8, 2022.2.0a5
Notes:
- Reproducible with Realtime, Mixed, and Baked Lights with the Built-in RP
- Does not seem to happen in either Universal RP or HDRP
- Tested with macOS
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
- Opening Terrain Prefab in Prefab Editing Mode throws "NullReferenceException" error
- [Search] Dragging query pills put them behind the search text field
- A CustomPropertyDrawer that returns a PropertyField for a property named the same as a child field will not render all child fields
- Graphics Settings shows default values instead of the real values in the Rendering Debugger when Volume.profile is assigned via script
- Deleting multiple Tags throws “NullReferenceException”, and "Retrieving array element that was out of bounds" errors when holding the Enter key
Resolution Note (fix version 2022.2):
Fixed in 2022.2.0a17