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Won't Fix
Won't Fix in 2022.2.X
Votes
0
Found in
2022.2.7f1
Issue ID
UUM-29272
Regression
No
Frame Debugger and Game view flicker when changing events in the Frame Debugger window
How to reproduce:
1. Open the project “IN_27049”
2. Enter the Play Mode
3. Press Window → Analysis → Frame Debugger
4. Enable Frame Debugger
5. Change between events using a horizontal scroll bar or select different events in the event list
Expected result: Game view and Debugger are not flickering
Actual result: Game view and Debugger flicker
Reproducible with: 2022.2.0f1, 2022.2.7f1
Couldn’t test with: 2020.3.45f1, 2021.3.19f1, 2022.2.0b16, 2023.1.0b5, 2023.2.0a3 (due to compiler errors)
Reproducible on: Windows 10 Pro
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Resolution Note:
The current implementation of the Frame Debugger recalculates the limit and the current selected event when the events are changed.
In the current project. The user is doing a dispatch of a compute shader alternating frames. So, the Frame Debugger gets that the frame events were changed. With that, the preview and the view are recalculated, making it flicker. We are keeping this issue in our backlog, and once we have time we will think about a possible workflow for this kind of behaviour. In the meantime, we recommend the user to use: UnityEngine.FrameDebugger.enabled, to perform the dispatch of their Compute Shader, regardless of their optimizations. This will avoid recomputing the frame events every frame.
Resolution Note (2022.2.X):
The current implementation of the Frame Debugger recalculates the limit and the current selected event when the events are changed.
In the current project. The user is doing a dispatch of a compute shader alternating frames. So, the Frame Debugger gets that the frame events were changed. With that, the preview and the view are recalculated, making it flicker. We are keeping this issue in our backlog, and once we have time we will think about a possible workflow for this kind of behaviour. In the meantime, we recommend the user to use: UnityEngine.FrameDebugger.enabled, to perform the dispatch of their Compute Shader, regardless of their optimizations. This will avoid recomputing the frame events every frame.