Search Issue Tracker
Active
Under Consideration for 2022.3.X, 6000.0.X, 6000.2.X, 6000.3.X, 6000.4.X
Votes
0
Found in
2022.3.62f1
6000.0.48f1
6000.1.2f1
6000.2.0a10
6000.3.0a1
6000.4.0a1
Issue ID
UUM-104763
Regression
No
[DX12] GameObjects using CommandBuffer DrawProcedural and DispatchCompute calls have color flicker when changing color and moving mouse cursor
How to reproduce:
1. Open attached “IN-99220” project
2. Make sure project is running in DX12
3. Open the “Scene”
4. Select the “Options” GameObject in the Hierarchy
5. In the Inspector toggle on the “Make Green” property, under the “Render Options” script component
6. Move the cursor over overlay buttons in the Scene view
7. Observer the Scene view
Expected result: All cubes are green color, no flickering
Actual result: Cubes flicker between red/green colors
Reproducible with: 2022.1.0a1, 2022.3.62f1, 6000.0.48f1, 6000.1.2f1, 6000.2.0a10
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
- Does not reproduce on DX11, Vulkan Graphics APIs
- In the Scene view, flickering occurs when moving cursor over Scene view GUI elements
- In Play mode, flickering occurs when moving cursor over most GUI elements
- If project is saved and reopened after toggling “Make Green” property, issue won’t reproduce until the property is toggled again
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment