Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.6.0a3
Issue ID
853212
Regression
Yes
[FrameDebugger][GL] Frame Debugger doesn't render mixed draw calls/assertions appear, when shadows are enabled
Steps to repro:
1. Open attached project and 'test' scene on OSX;
2. Open Frame Debugger (Window -> Frame Debugger) and click 'Enable';
3. Select 'Draw Mesh' in Camera.Render - Drawing - Camera.RenderSkybox section of FrameDebugger window;
4. Notice that assertion:
'Assertion failed on expression: 'srcAttach < m_CurrentFramebuffer.colorCount && "We should always resolve only current RT"' '
is getting spammed in the console window.
5. Try to switch frame Debugger frames either by moving frame slider or by clicking arrow buttons inside of it.
Actual result:
Frame Debugger doesn't render overlaying draw calls (see attached gif video).
Regression introduced in Unity 5.6.
Expected result:
- Frame debugger should always switch frames and show overlaying draw calls;
- Assertions should not be thrown when operating Frame Debugger.
Notes:
- Reproducible in 5.6.0a3;
- Not reproducible in 5.5.0f2, 5.4.3f1;
- Reproducible only on OSX 10.12.1;
- Not reproducible on Windows 10;
- Reproducible only in Forward with Shadows turned off;
- Enabling shadows on Directional fixes the issue.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment