Search Issue Tracker
Fixed in 2017.2.0f3
Fixed in 5.6.X, 2017.1.X
Votes
6
Found in
5.6.0f3
Issue ID
899236
Regression
Yes
Errors produced in a console during playmode when attempting to draw a disabled Mesh Renderer with CommandBuffer.DrawRenderer()
How to reproduce
1. Open the attached "Repro CommandBuffer" project
2. Open "main" scene and enter playmode
Expected result: No errors are produced in the console
Actual result: "In order to call GetTransformInfoExpectUpToDate, RenderUpdateManager.UpdateAll must be called first" and "RendererUpdateManger only synchronizes renderers that are added to the scene, so AssertIsTransformInfoUpToDate can only be called on renderers that are added to the scene" errors are produced
Reproducible with 2017.1.0b1, 5.6.0p1, 5.6.0b8
Regression introduced in - 5.6.0b8
Not reproducible with - 5.6.0b7, 5.5.3f1, 5.4.5f1
Comments (1)
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
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
- White lighting artifact when a point light with a small emission range and "Hard Shadows" touches an object while a directional light with "Soft Shadows" and another point light are present
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
lverhoef
Jun 07, 2017 00:17
In this scenario, it also does not properly update the Renderer transforms (unsurprisingly). In 5.5.3, I had been using a CommandBuffer to render objects into texture used in a postprocessing pass, and as of the 5.6 update the objects visibly fail to move with their parent objects.
Having the Renderers disabled was convenient, as it kept them from rendering in the normal camera without using a layer. It also meant that I didn't have to update the CommandBuffer every frame to feed new matrix positions to a DrawMesh call.