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Fixed in 2017.1.X



Found in


Issue ID




[GPUInstancing][Player] Shadow instancing doesn't work with primitive gameobject groups having different instanced materials

Graphics - General


You'll need to have Unity Editor along with Android and iOS players installed.

Steps to repro:

1. Open attached project;
2. Open '01_SimpleMultipleLights' scene;
3. Launch the scene;
4. Open FrameDebugger (Window -> FrameDebugger);
5. Click Enable button;
6. Observe draw calls, issued under Shadows.RenderJobDir pass;

7. Notice that there is Draw Mesh (instanced) call (see attached Editor.png screenshot).
8. Exit Play mode;
9. Deploy the scene either to standalone player or to mobile device (either Android or iOS);
10. Open FrameDebugger (Window -> FrameDebugger);
11. Expand 'Connected Player' dropdown list;
12. Select mobile device that you've just built your project for;
13. Click Enable button;
14. Observe draw calls, issued under Shadows.RenderJobDir.

Expected result:
Draw Mesh (instanced) calls in Shadows.RenderJobDir should be issued for standalone player.

Actual result:
Lots of Draw Mesh calls are issued (see attached Mobile.png screenshot). This behaviour is inconsistent with instancing on standalone platforms.
Frame Debugger tells that objects have different shadow casters (which isn't correct, since all shadow casters per-object group are similar) and Dynamic batching is off (note that instancing should still work when it's turned off).

- Reproducible in 2017.1.0b1, 5.6.0p2;
- Reproducible in Standalone player;
- Reproducible for both Android and iOS (Samsung Galaxy S7 Edge and iPhone 5s);
- Not reproducible for scene with instanced Speedtrees.

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