Search Issue Tracker
Fixed in 2017.1.X
Votes
0
Found in
2017.1.0b1
Issue ID
901565
Regression
No
[GPUInstancing] Submesh instanced batching doesn't work for all mesh subsets in DepthPass
Steps to repro:
1. Open attached project and '04_AutomaticInstancingSubmeshes';
2. Launch the scene;
3. Open Frame Debugger (Window -> Frame Debugger);
4. Expand DepthPass.Job section;
5. Observe draw calls under DepthPass.Job section.
Expected result:
All mesh subsets are batched in DepthPass.
Actual result:
Only first mesh subset is batched with Draw Mesh (instanced) calls. See attached screenshot for clarity.
Notes:
- Reproducible in 2017.1.0b1, 5.6.0f3, 5.5.2p1;
- Reproducible on Windows 10 and OSX 10.12.3;
- Reproducible only when spawning multimesh instances; not reproducible for simple meshes;
- Reproducible only when spawning gameobjects with submeshes; not reproducible when drawing submeshes via DrawMeshInstanced;
- Submesh instancing works correctly in Shadows and Render passes;
- The bug is also reproducible in Standalone player.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The sidebar reopens when Unity Hub is started when Unity Hub was closed with the sidebar closed
- Characters are invisible in the TextField when certain Japanese characters are used
- "InvalidOperationException" is thrown when using Prefab > Replace to replace a Canvas GameObject with a Prefab that has an incompatible root Transform type
- Looping AudioSource resumes from the wrong playback position when the app is backgrounded and resumed on iOS Safari
- "AnyState Transition Created" action can be undone when pressing "Auto Generate Animation" on the uGUI GameObjects
Add comment