Search Issue Tracker
By Design
By Design in 2023.3.X
Votes
0
Found in
2021.3.29f1
2022.3.8f1
2023.1.10f1
2023.2.0b6
2023.3.0a2
Issue ID
UUM-46684
Regression
No
GameObject is not visible in Player when using a custom shader and the WebGL platform
Reproduction steps:
1. Open the attached "PROJECTFILE" project
2. Make sure that the WebGL Platform is selected in the Build Settings (File > Build Settings)
3. Build And Run the project
4. Observe the Player
Expected result: “Capsule” GameObject is visible (like in the Game View window)
Actual result: “Capsule” GameObject is not visible
Reproducible with: 2021.3.29f1, 2022.3.8f1, 2023.1.10f1, 2023.2.0b6, 2023.3.0a2
Reproducible on: macOS 13.4.1 (M1 Max)
Not reproducible on: No other environment tested
Note: Not reproducible when the “Windows, Mac, Linux” platform is selected
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
By design: Depth buffer direction is different depending on graphics API, so the shader needs to take it into account when doing calculations. See example of world position reconstruction from depth buffer https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/writing-shaders-urp-reconstruct-world-position.html
Resolution Note (2023.3.X):
By design: Depth buffer direction is different depending on graphics API, so the shader needs to take it into account when doing calculations. See example of world position reconstruction from depth buffer https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/writing-shaders-urp-reconstruct-world-position.html